/*
===========================================================================
Copyright (C) 1999-2005 Id Software, Inc.
 
This file is part of Quake III Arena source code.
 
Quake III Arena source code is free software; you can redistribute it
and/or modify it under the terms of the GNU General Public License as
published by the Free Software Foundation; either version 2 of the License,
or (at your option) any later version.
 
Quake III Arena source code is distributed in the hope that it will be
useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
GNU General Public License for more details.
 
You should have received a copy of the GNU General Public License
along with Foobar; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA
===========================================================================
*/
//

/*****************************************************************************
 * name:		ai_dmq3.c
 *
 * desc:		Quake3 bot AI
 *
 * $Archive: /code/game/ai_dmq3.c $
 *
 *****************************************************************************/


#include "g_local.h"
#include "botlib.h"
#include "be_aas.h"
#include "be_ea.h"
#include "be_ai_char.h"
#include "be_ai_chat.h"
#include "be_ai_gen.h"
#include "be_ai_goal.h"
#include "be_ai_move.h"
#include "be_ai_weap.h"
//
#include "ai_main.h"
#include "ai_dmq3.h"
#include "ai_chat.h"
#include "ai_cmd.h"
#include "ai_dmnet.h"
#include "ai_team.h"
//
#include "chars.h"				//characteristics
#include "inv.h"				//indexes into the inventory
#include "syn.h"				//synonyms
#include "match.h"				//string matching types and vars

// for the voice chats
#include "../ui/menudef.h" // sos001205 - for q3_ui also

// from aasfile.h
#define AREACONTENTS_MOVER				1024
#define AREACONTENTS_MODELNUMSHIFT		24
#define AREACONTENTS_MAXMODELNUM		0xFF
#define AREACONTENTS_MODELNUM			(AREACONTENTS_MAXMODELNUM << AREACONTENTS_MODELNUMSHIFT)

#define IDEAL_ATTACKDIST			140

#define MAX_WAYPOINTS		128
//
bot_waypoint_t botai_waypoints[MAX_WAYPOINTS];
bot_waypoint_t *botai_freewaypoints;

//NOTE: not using a cvars which can be updated because the game should be reloaded anyway
int gametype;		//game type
int maxclients;		//maximum number of clients

cvar_t *bot_rocketjump;
cvar_t *bot_fastchat;
cvar_t *bot_nochat;
cvar_t *bot_testrchat;
cvar_t *bot_challenge;
cvar_t *bot_predictobstacles;
cvar_t *g_spSkill;

extern cvar_t *bot_developer;

vec3_t lastteleport_origin;		//last teleport event origin
float lastteleport_time;		//last teleport event time
int max_bspmodelindex;			//maximum BSP model index

//CTF flag goals
bot_goal_t ctf_redflag;
bot_goal_t ctf_blueflag;

#define MAX_ALTROUTEGOALS		32

int altroutegoals_setup;
aas_altroutegoal_t red_altroutegoals[MAX_ALTROUTEGOALS];
int red_numaltroutegoals;
aas_altroutegoal_t blue_altroutegoals[MAX_ALTROUTEGOALS];
int blue_numaltroutegoals;


/*
==================
BotSetUserInfo
==================
*/
void BotSetUserInfo(bot_state_t *bs, char *key, char *value)
{
    char userinfo[MAX_INFO_STRING];

    SV_GetUserinfo(bs->client, userinfo, sizeof(userinfo));
    Info_SetValueForKey(userinfo, key, value);
    SV_SetUserinfo(bs->client, userinfo);
    ClientUserinfoChanged( bs->client );
}

/*
==================
BotCTFCarryingFlag
==================
*/
int BotCTFCarryingFlag(bot_state_t *bs)
{
    if (gametype != GT_CTF) return CTF_FLAG_NONE;

    if (bs->inventory[INVENTORY_REDFLAG] > 0) return CTF_FLAG_RED;
    else if (bs->inventory[INVENTORY_BLUEFLAG] > 0) return CTF_FLAG_BLUE;
    return CTF_FLAG_NONE;
}

/*
==================
BotTeam
==================
*/
int BotTeam(bot_state_t *bs)
{
    char info[1024];

    if (bs->client < 0 || bs->client >= MAX_CLIENTS)
    {
        //BotAI_Print(PRT_ERROR, "BotCTFTeam: client out of range\n");
        return qfalse;
    }
    SV_GetConfigstring(CS_PLAYERS+bs->client, info, sizeof(info));
    //
    if (atoi(Info_ValueForKey(info, "t")) == TEAM_RED) return TEAM_RED;
    else if (atoi(Info_ValueForKey(info, "t")) == TEAM_BLUE) return TEAM_BLUE;
    return TEAM_FREE;
}

/*
==================
BotOppositeTeam
==================
*/
int BotOppositeTeam(bot_state_t *bs)
{
    switch(BotTeam(bs))
    {
    case TEAM_RED:
        return TEAM_BLUE;
    case TEAM_BLUE:
        return TEAM_RED;
    default:
        return TEAM_FREE;
    }
}

/*
==================
BotEnemyFlag
==================
*/
bot_goal_t *BotEnemyFlag(bot_state_t *bs)
{
    if (BotTeam(bs) == TEAM_RED)
    {
        return &ctf_blueflag;
    }
    else
    {
        return &ctf_redflag;
    }
}

/*
==================
BotTeamFlag
==================
*/
bot_goal_t *BotTeamFlag(bot_state_t *bs)
{
    if (BotTeam(bs) == TEAM_RED)
    {
        return &ctf_redflag;
    }
    else
    {
        return &ctf_blueflag;
    }
}


/*
==================
EntityIsDead
==================
*/
qboolean EntityIsDead(aas_entityinfo_t *entinfo)
{
    playerState_t ps;

    if (entinfo->number >= 0 && entinfo->number < MAX_CLIENTS)
    {
        //retrieve the current client state
        BotAI_GetClientState( entinfo->number, &ps );
        if (ps.pm_type != PM_NORMAL) return qtrue;
    }
    return qfalse;
}

/*
==================
EntityCarriesFlag
==================
*/
qboolean EntityCarriesFlag(aas_entityinfo_t *entinfo)
{
    if ( entinfo->powerups & ( 1 << PW_REDFLAG ) )
        return qtrue;
    if ( entinfo->powerups & ( 1 << PW_BLUEFLAG ) )
        return qtrue;
    return qfalse;
}

/*
==================
EntityIsInvisible
==================
*/
qboolean EntityIsInvisible(aas_entityinfo_t *entinfo)
{
    // the flag is always visible
    if (EntityCarriesFlag(entinfo))
    {
        return qfalse;
    }
    if (entinfo->powerups & (1 << PW_INVIS))
    {
        return qtrue;
    }
    return qfalse;
}

/*
==================
EntityIsShooting
==================
*/
qboolean EntityIsShooting(aas_entityinfo_t *entinfo)
{
    if (entinfo->flags & EF_FIRING)
    {
        return qtrue;
    }
    return qfalse;
}

/*
==================
EntityIsChatting
==================
*/
qboolean EntityIsChatting(aas_entityinfo_t *entinfo)
{
    if (entinfo->flags & EF_TALK)
    {
        return qtrue;
    }
    return qfalse;
}

/*
==================
EntityHasQuad
==================
*/
qboolean EntityHasQuad(aas_entityinfo_t *entinfo)
{
    if (entinfo->powerups & (1 << PW_QUAD))
    {
        return qtrue;
    }
    return qfalse;
}

/*
==================
BotRememberLastOrderedTask
==================
*/
void BotRememberLastOrderedTask(bot_state_t *bs)
{
    if (!bs->ordered)
    {
        return;
    }
    bs->lastgoal_decisionmaker = bs->decisionmaker;
    bs->lastgoal_ltgtype = bs->ltgtype;
    memcpy(&bs->lastgoal_teamgoal, &bs->teamgoal, sizeof(bot_goal_t));
    bs->lastgoal_teammate = bs->teammate;
}

/*
==================
BotSetTeamStatus
==================
*/
void BotSetTeamStatus(bot_state_t *bs)
{
}

/*
==================
BotSetLastOrderedTask
==================
*/
int BotSetLastOrderedTask(bot_state_t *bs)
{

    if (gametype == GT_CTF)
    {
        // don't go back to returning the flag if it's at the base
        if ( bs->lastgoal_ltgtype == LTG_RETURNFLAG )
        {
            if ( BotTeam(bs) == TEAM_RED )
            {
                if ( bs->redflagstatus == 0 )
                {
                    bs->lastgoal_ltgtype = 0;
                }
            }
            else
            {
                if ( bs->blueflagstatus == 0 )
                {
                    bs->lastgoal_ltgtype = 0;
                }
            }
        }
    }

    if ( bs->lastgoal_ltgtype )
    {
        bs->decisionmaker = bs->lastgoal_decisionmaker;
        bs->ordered = qtrue;
        bs->ltgtype = bs->lastgoal_ltgtype;
        memcpy(&bs->teamgoal, &bs->lastgoal_teamgoal, sizeof(bot_goal_t));
        bs->teammate = bs->lastgoal_teammate;
        bs->teamgoal_time = FloatTime() + 300;
        BotSetTeamStatus(bs);
        //
        if ( gametype == GT_CTF )
        {
            if ( bs->ltgtype == LTG_GETFLAG )
            {
                bot_goal_t *tb, *eb;
                int tt, et;

                tb = BotTeamFlag(bs);
                eb = BotEnemyFlag(bs);
                tt = botlib_export->aas.AAS_AreaTravelTimeToGoalArea(bs->areanum, bs->origin, tb->areanum, TFL_DEFAULT);
                et = botlib_export->aas.AAS_AreaTravelTimeToGoalArea(bs->areanum, bs->origin, eb->areanum, TFL_DEFAULT);
                // if the travel time towards the enemy base is larger than towards our base
                if (et > tt)
                {
                    //get an alternative route goal towards the enemy base
                    BotGetAlternateRouteGoal(bs, BotOppositeTeam(bs));
                }
            }
        }
        return qtrue;
    }
    return qfalse;
}

/*
==================
BotRefuseOrder
==================
*/
void BotRefuseOrder(bot_state_t *bs)
{
    if (!bs->ordered)
        return;
    // if the bot was ordered to do something
    if ( bs->order_time && bs->order_time > FloatTime() - 10 )
    {
        botlib_export->ea.EA_Action(bs->client, ACTION_NEGATIVE);
        BotVoiceChat(bs, bs->decisionmaker, VOICECHAT_NO);
        bs->order_time = 0;
    }
}

/*
==================
BotCTFSeekGoals
==================
*/
void BotCTFSeekGoals(bot_state_t *bs)
{
    float rnd, l1, l2;
    int flagstatus, c;
    vec3_t dir;
    aas_entityinfo_t entinfo;

    //when carrying a flag in ctf the bot should rush to the base
    if (BotCTFCarryingFlag(bs))
    {
        //if not already rushing to the base
        if (bs->ltgtype != LTG_RUSHBASE)
        {
            BotRefuseOrder(bs);
            bs->ltgtype = LTG_RUSHBASE;
            bs->teamgoal_time = FloatTime() + CTF_RUSHBASE_TIME;
            bs->rushbaseaway_time = 0;
            bs->decisionmaker = bs->client;
            bs->ordered = qfalse;
            //
            switch(BotTeam(bs))
            {
            case TEAM_RED:
                VectorSubtract(bs->origin, ctf_blueflag.origin, dir);
                break;
            case TEAM_BLUE:
                VectorSubtract(bs->origin, ctf_redflag.origin, dir);
                break;
            default:
                VectorSet(dir, 999, 999, 999);
                break;
            }
            // if the bot picked up the flag very close to the enemy base
            if ( VectorLength(dir) < 128 )
            {
                // get an alternative route goal through the enemy base
                BotGetAlternateRouteGoal(bs, BotOppositeTeam(bs));
            }
            else
            {
                // don't use any alt route goal, just get the hell out of the base
                bs->altroutegoal.areanum = 0;
            }
            BotSetUserInfo(bs, "teamtask", va("%d", TEAMTASK_OFFENSE));
            BotVoiceChat(bs, -1, VOICECHAT_IHAVEFLAG);
        }
        else if (bs->rushbaseaway_time > FloatTime())
        {
            if (BotTeam(bs) == TEAM_RED) flagstatus = bs->redflagstatus;
            else flagstatus = bs->blueflagstatus;
            //if the flag is back
            if (flagstatus == 0)
            {
                bs->rushbaseaway_time = 0;
            }
        }
        return;
    }
    // if the bot decided to follow someone
    if ( bs->ltgtype == LTG_TEAMACCOMPANY && !bs->ordered )
    {
        // if the team mate being accompanied no longer carries the flag
        BotEntityInfo(bs->teammate, &entinfo);
        if (!EntityCarriesFlag(&entinfo))
        {
            bs->ltgtype = 0;
        }
    }
    //
    if (BotTeam(bs) == TEAM_RED) flagstatus = bs->redflagstatus * 2 + bs->blueflagstatus;
    else flagstatus = bs->blueflagstatus * 2 + bs->redflagstatus;
    //if our team has the enemy flag and our flag is at the base
    if (flagstatus == 1)
    {
        //
        if (bs->owndecision_time < FloatTime())
        {
            //if Not defending the base already
            if (!(bs->ltgtype == LTG_DEFENDKEYAREA &&
                    (bs->teamgoal.number == ctf_redflag.number ||
                     bs->teamgoal.number == ctf_blueflag.number)))
            {
                //if there is a visible team mate flag carrier
                c = BotTeamFlagCarrierVisible(bs);
                if (c >= 0 &&
                        // and not already following the team mate flag carrier
                        (bs->ltgtype != LTG_TEAMACCOMPANY || bs->teammate != c))
                {
                    //
                    BotRefuseOrder(bs);
                    //follow the flag carrier
                    bs->decisionmaker = bs->client;
                    bs->ordered = qfalse;
                    //the team mate
                    bs->teammate = c;
                    //last time the team mate was visible
                    bs->teammatevisible_time = FloatTime();
                    //no message
                    bs->teammessage_time = 0;
                    //no arrive message
                    bs->arrive_time = 1;
                    //
                    BotVoiceChat(bs, bs->teammate, VOICECHAT_ONFOLLOW);
                    //get the team goal time
                    bs->teamgoal_time = FloatTime() + TEAM_ACCOMPANY_TIME;
                    bs->ltgtype = LTG_TEAMACCOMPANY;
                    bs->formation_dist = 3.5 * 32;		//3.5 meter
                    BotSetTeamStatus(bs);
                    bs->owndecision_time = (int)FloatTime() + 5;
                }
            }
        }
        return;
    }
    //if the enemy has our flag
    else if (flagstatus == 2)
    {
        //
        if (bs->owndecision_time < FloatTime())
        {
            //if enemy flag carrier is visible
            c = BotEnemyFlagCarrierVisible(bs);
            if (c >= 0)
            {
                //FIXME: fight enemy flag carrier
            }
            //if not already doing something important
            if (bs->ltgtype != LTG_GETFLAG &&
                    bs->ltgtype != LTG_RETURNFLAG &&
                    bs->ltgtype != LTG_TEAMHELP &&
                    bs->ltgtype != LTG_TEAMACCOMPANY &&
                    bs->ltgtype != LTG_CAMPORDER &&
                    bs->ltgtype != LTG_PATROL &&
                    bs->ltgtype != LTG_GETITEM)
            {

                BotRefuseOrder(bs);
                bs->decisionmaker = bs->client;
                bs->ordered = qfalse;
                //
                if (random() < 0.5)
                {
                    //go for the enemy flag
                    bs->ltgtype = LTG_GETFLAG;
                }
                else
                {
                    bs->ltgtype = LTG_RETURNFLAG;
                }
                //no team message
                bs->teammessage_time = 0;
                //set the time the bot will stop getting the flag
                bs->teamgoal_time = FloatTime() + CTF_GETFLAG_TIME;
                //get an alternative route goal towards the enemy base
                BotGetAlternateRouteGoal(bs, BotOppositeTeam(bs));
                //
                BotSetTeamStatus(bs);
                bs->owndecision_time = (int)FloatTime() + 5;
            }
        }
        return;
    }
    //if both flags Not at their bases
    else if (flagstatus == 3)
    {
        //
        if (bs->owndecision_time < FloatTime())
        {
            // if not trying to return the flag and not following the team flag carrier
            if ( bs->ltgtype != LTG_RETURNFLAG && bs->ltgtype != LTG_TEAMACCOMPANY )
            {
                //
                c = BotTeamFlagCarrierVisible(bs);
                // if there is a visible team mate flag carrier
                if (c >= 0)
                {
                    BotRefuseOrder(bs);
                    //follow the flag carrier
                    bs->decisionmaker = bs->client;
                    bs->ordered = qfalse;
                    //the team mate
                    bs->teammate = c;
                    //last time the team mate was visible
                    bs->teammatevisible_time = FloatTime();
                    //no message
                    bs->teammessage_time = 0;
                    //no arrive message
                    bs->arrive_time = 1;
                    //
                    BotVoiceChat(bs, bs->teammate, VOICECHAT_ONFOLLOW);
                    //get the team goal time
                    bs->teamgoal_time = FloatTime() + TEAM_ACCOMPANY_TIME;
                    bs->ltgtype = LTG_TEAMACCOMPANY;
                    bs->formation_dist = 3.5 * 32;		//3.5 meter
                    //
                    BotSetTeamStatus(bs);
                    bs->owndecision_time = (int)FloatTime() + 5;
                }
                else
                {
                    BotRefuseOrder(bs);
                    bs->decisionmaker = bs->client;
                    bs->ordered = qfalse;
                    //get the enemy flag
                    bs->teammessage_time = FloatTime() + 2 * random();
                    //get the flag
                    bs->ltgtype = LTG_RETURNFLAG;
                    //set the time the bot will stop getting the flag
                    bs->teamgoal_time = FloatTime() + CTF_RETURNFLAG_TIME;
                    //get an alternative route goal towards the enemy base
                    BotGetAlternateRouteGoal(bs, BotOppositeTeam(bs));
                    //
                    BotSetTeamStatus(bs);
                    bs->owndecision_time = (int)FloatTime() + 5;
                }
            }
        }
        return;
    }
    // don't just do something wait for the bot team leader to give orders
    if (BotTeamLeader(bs))
    {
        return;
    }
    // if the bot is ordered to do something
    if ( bs->lastgoal_ltgtype )
    {
        bs->teamgoal_time += 60;
    }
    // if the bot decided to do something on it's own and has a last ordered goal
    if ( !bs->ordered && bs->lastgoal_ltgtype )
    {
        bs->ltgtype = 0;
    }
    //if already a CTF or team goal
    if (bs->ltgtype == LTG_TEAMHELP ||
            bs->ltgtype == LTG_TEAMACCOMPANY ||
            bs->ltgtype == LTG_DEFENDKEYAREA ||
            bs->ltgtype == LTG_GETFLAG ||
            bs->ltgtype == LTG_RUSHBASE ||
            bs->ltgtype == LTG_RETURNFLAG ||
            bs->ltgtype == LTG_CAMPORDER ||
            bs->ltgtype == LTG_PATROL ||
            bs->ltgtype == LTG_GETITEM ||
            bs->ltgtype == LTG_MAKELOVE_UNDER ||
            bs->ltgtype == LTG_MAKELOVE_ONTOP)
    {
        return;
    }
    //
    if (BotSetLastOrderedTask(bs))
        return;
    //
    if (bs->owndecision_time > FloatTime())
        return;
    ;
    //if the bot is roaming
    if (bs->ctfroam_time > FloatTime())
        return;
    //if the bot has anough aggression to decide what to do
    if (BotAggression(bs) < 50)
        return;
    //set the time to send a message to the team mates
    bs->teammessage_time = FloatTime() + 2 * random();
    //
    if (bs->teamtaskpreference & (TEAMTP_ATTACKER|TEAMTP_DEFENDER))
    {
        if (bs->teamtaskpreference & TEAMTP_ATTACKER)
        {
            l1 = 0.7f;
        }
        else
        {
            l1 = 0.2f;
        }
        l2 = 0.9f;
    }
    else
    {
        l1 = 0.4f;
        l2 = 0.7f;
    }
    //get the flag or defend the base
    rnd = random();
    if (rnd < l1 && ctf_redflag.areanum && ctf_blueflag.areanum)
    {
        bs->decisionmaker = bs->client;
        bs->ordered = qfalse;
        bs->ltgtype = LTG_GETFLAG;
        //set the time the bot will stop getting the flag
        bs->teamgoal_time = FloatTime() + CTF_GETFLAG_TIME;
        //get an alternative route goal towards the enemy base
        BotGetAlternateRouteGoal(bs, BotOppositeTeam(bs));
        BotSetTeamStatus(bs);
    }
    else if (rnd < l2 && ctf_redflag.areanum && ctf_blueflag.areanum)
    {
        bs->decisionmaker = bs->client;
        bs->ordered = qfalse;
        //
        if (BotTeam(bs) == TEAM_RED) memcpy(&bs->teamgoal, &ctf_redflag, sizeof(bot_goal_t));
        else memcpy(&bs->teamgoal, &ctf_blueflag, sizeof(bot_goal_t));
        //set the ltg type
        bs->ltgtype = LTG_DEFENDKEYAREA;
        //set the time the bot stops defending the base
        bs->teamgoal_time = FloatTime() + TEAM_DEFENDKEYAREA_TIME;
        bs->defendaway_time = 0;
        BotSetTeamStatus(bs);
    }
    else
    {
        bs->ltgtype = 0;
        //set the time the bot will stop roaming
        bs->ctfroam_time = FloatTime() + CTF_ROAM_TIME;
        BotSetTeamStatus(bs);
    }
    bs->owndecision_time = (int)FloatTime() + 5;
#ifdef DEBUG
    BotPrintTeamGoal(bs);
#endif //DEBUG
}

/*
==================
BotCTFRetreatGoals
==================
*/
void BotCTFRetreatGoals(bot_state_t *bs)
{
    //when carrying a flag in ctf the bot should rush to the base
    if (BotCTFCarryingFlag(bs))
    {
        //if not already rushing to the base
        if (bs->ltgtype != LTG_RUSHBASE)
        {
            BotRefuseOrder(bs);
            bs->ltgtype = LTG_RUSHBASE;
            bs->teamgoal_time = FloatTime() + CTF_RUSHBASE_TIME;
            bs->rushbaseaway_time = 0;
            bs->decisionmaker = bs->client;
            bs->ordered = qfalse;
            BotSetTeamStatus(bs);
        }
    }
}

/*
==================
BotTeamGoals
==================
*/
void BotTeamGoals(bot_state_t *bs, int retreat)
{

    if ( retreat )
    {
        if (gametype == GT_CTF)
        {
            BotCTFRetreatGoals(bs);
        }
    }
    else
    {
        if (gametype == GT_CTF)
        {
            //decide what to do in CTF mode
            BotCTFSeekGoals(bs);
        }
    }
    // reset the order time which is used to see if
    // we decided to refuse an order
    bs->order_time = 0;
}

/*
==================
BotPointAreaNum
==================
*/
int BotPointAreaNum(vec3_t origin)
{
    int areanum, numareas, areas[10];
    vec3_t end;

    areanum = botlib_export->aas.AAS_PointAreaNum(origin);
    if (areanum) return areanum;
    VectorCopy(origin, end);
    end[2] += 10;
    numareas = botlib_export->aas.AAS_TraceAreas(origin, end, areas, NULL, 10);
    if (numareas > 0) return areas[0];
    return 0;
}

/*
==================
ClientName
==================
*/
char *ClientName(int client, char *name, int size)
{
    char buf[MAX_INFO_STRING];

    if (client < 0 || client >= MAX_CLIENTS)
    {
        BotAI_Print(PRT_ERROR, "ClientName: client out of range\n");
        return "[client out of range]";
    }
    SV_GetConfigstring(CS_PLAYERS+client, buf, sizeof(buf));
    strncpy(name, Info_ValueForKey(buf, "n"), size-1);
    name[size-1] = '\0';
    Q_CleanStr( name );
    return name;
}

/*
==================
ClientSkin
==================
*/
char *ClientSkin(int client, char *skin, int size)
{
    char buf[MAX_INFO_STRING];

    if (client < 0 || client >= MAX_CLIENTS)
    {
        BotAI_Print(PRT_ERROR, "ClientSkin: client out of range\n");
        return "[client out of range]";
    }
    SV_GetConfigstring(CS_PLAYERS+client, buf, sizeof(buf));
    strncpy(skin, Info_ValueForKey(buf, "model"), size-1);
    skin[size-1] = '\0';
    return skin;
}

/*
==================
ClientFromName
==================
*/
int ClientFromName(char *name)
{
    int i;
    char buf[MAX_INFO_STRING];
    static int maxclients;

    if (!maxclients)
        maxclients = Cvar_VariableIntegerValue("sv_maxclients");
    for (i = 0; i < maxclients && i < MAX_CLIENTS; i++)
    {
        SV_GetConfigstring(CS_PLAYERS+i, buf, sizeof(buf));
        Q_CleanStr( buf );
        if (!Q_stricmp(Info_ValueForKey(buf, "n"), name)) return i;
    }
    return -1;
}

/*
==================
ClientOnSameTeamFromName
==================
*/
int ClientOnSameTeamFromName(bot_state_t *bs, char *name)
{
    int i;
    char buf[MAX_INFO_STRING];
    static int maxclients;

    if (!maxclients)
        maxclients = Cvar_VariableIntegerValue("sv_maxclients");
    for (i = 0; i < maxclients && i < MAX_CLIENTS; i++)
    {
        if (!BotSameTeam(bs, i))
            continue;
        SV_GetConfigstring(CS_PLAYERS+i, buf, sizeof(buf));
        Q_CleanStr( buf );
        if (!Q_stricmp(Info_ValueForKey(buf, "n"), name)) return i;
    }
    return -1;
}

/*
==================
stristr
==================
*/
char *stristr(char *str, char *charset)
{
    int i;

    while(*str)
    {
        for (i = 0; charset[i] && str[i]; i++)
        {
            if (toupper(charset[i]) != toupper(str[i])) break;
        }
        if (!charset[i]) return str;
        str++;
    }
    return NULL;
}

/*
==================
EasyClientName
==================
*/
char *EasyClientName(int client, char *buf, int size)
{
    int i;
    char *str1, *str2, *ptr, c;
    char name[128];

    strcpy(name, ClientName(client, name, sizeof(name)));
    for (i = 0; name[i]; i++) name[i] &= 127;
    //remove all spaces
    for (ptr = strstr(name, " "); ptr; ptr = strstr(name, " "))
    {
        memmove(ptr, ptr+1, strlen(ptr+1)+1);
    }
    //check for [x] and ]x[ clan names
    str1 = strstr(name, "[");
    str2 = strstr(name, "]");
    if (str1 && str2)
    {
        if (str2 > str1) memmove(str1, str2+1, strlen(str2+1)+1);
        else memmove(str2, str1+1, strlen(str1+1)+1);
    }
    //remove Mr prefix
    if ((name[0] == 'm' || name[0] == 'M') &&
            (name[1] == 'r' || name[1] == 'R'))
    {
        memmove(name, name+2, strlen(name+2)+1);
    }
    //only allow lower case alphabet characters
    ptr = name;
    while(*ptr)
    {
        c = *ptr;
        if ((c >= 'a' && c <= 'z') ||
                (c >= '0' && c <= '9') || c == '_')
        {
            ptr++;
        }
        else if (c >= 'A' && c <= 'Z')
        {
            *ptr += 'a' - 'A';
            ptr++;
        }
        else
        {
            memmove(ptr, ptr+1, strlen(ptr + 1)+1);
        }
    }
    strncpy(buf, name, size-1);
    buf[size-1] = '\0';
    return buf;
}

/*
==================
BotSynonymContext
==================
*/
int BotSynonymContext(bot_state_t *bs)
{
    int context;

    context = CONTEXT_NORMAL|CONTEXT_NEARBYITEM|CONTEXT_NAMES;
    //
    if (gametype == GT_CTF
       )
    {
        if (BotTeam(bs) == TEAM_RED) context |= CONTEXT_CTFREDTEAM;
        else context |= CONTEXT_CTFBLUETEAM;
    }
    return context;
}

/*
==================
BotChooseWeapon
==================
*/
void BotChooseWeapon(bot_state_t *bs)
{
    int newweaponnum;

    if (bs->cur_ps.weaponState == WEAPON_RAISING || bs->cur_ps.weaponState == WEAPON_DROPPING)
    {
        botlib_export->ea.EA_SelectWeapon(bs->client, bs->weaponnum);
    }
    else
    {
        newweaponnum = botlib_export->ai.BotChooseBestFightWeapon(bs->ws, bs->inventory);
        if (bs->weaponnum != newweaponnum) bs->weaponchange_time = FloatTime();
        bs->weaponnum = newweaponnum;
        //BotAI_Print(PRT_MESSAGE, "bs->weaponnum = %d\n", bs->weaponnum);
        botlib_export->ea.EA_SelectWeapon(bs->client, bs->weaponnum);
    }
}

/*
==================
BotSetupForMovement
==================
*/
void BotSetupForMovement(bot_state_t *bs)
{
    bot_initmove_t initmove;

    memset(&initmove, 0, sizeof(bot_initmove_t));
    VectorCopy(bs->cur_ps.origin, initmove.origin);
    VectorCopy(bs->cur_ps.velocity, initmove.velocity);
    VectorClear(initmove.viewoffset);
    initmove.viewoffset[2] += bs->cur_ps.viewheight;
    initmove.entitynum = bs->entitynum;
    initmove.client = bs->client;
    initmove.thinktime = bs->thinktime;
    //set the onground flag
    if (bs->cur_ps.groundEntityNum != ENTITYNUM_NONE) initmove.or_moveflags |= MFL_ONGROUND;
    //set the teleported flag
    if ((bs->cur_ps.pm_flags & PMF_TIME_KNOCKBACK) && (bs->cur_ps.pm_time > 0))
    {
        initmove.or_moveflags |= MFL_TELEPORTED;
    }
    //set the waterjump flag
    if ((bs->cur_ps.pm_flags & PMF_TIME_WATERJUMP) && (bs->cur_ps.pm_time > 0))
    {
        initmove.or_moveflags |= MFL_WATERJUMP;
    }
    //set presence type
    if (bs->cur_ps.pm_flags & PMF_DUCKED) initmove.presencetype = PRESENCE_CROUCH;
    else initmove.presencetype = PRESENCE_NORMAL;
    //
    if (bs->walker > 0.5) initmove.or_moveflags |= MFL_WALK;
    //
    VectorCopy(bs->viewangles, initmove.viewangles);
    //
    botlib_export->ai.BotInitMoveState(bs->ms, &initmove);
}

/*
==================
BotCheckItemPickup
==================
*/
void BotCheckItemPickup(bot_state_t *bs, int *oldinventory)
{
}

/*
==================
BotUpdateInventory
==================
*/
void BotUpdateInventory(bot_state_t *bs)
{
    int oldinventory[MAX_ITEMS];

    memcpy(oldinventory, bs->inventory, sizeof(oldinventory));
    //armor
    bs->inventory[INVENTORY_ARMOR] = bs->cur_ps.stats[STAT_ARMOR];
    //weapons
    bs->inventory[INVENTORY_GAUNTLET] = bs->cur_ps.powerups[PW_GAUNTLET] != 0;
    bs->inventory[INVENTORY_SHOTGUN] = bs->cur_ps.powerups[PW_SHOTGUN] != 0;
    bs->inventory[INVENTORY_MACHINEGUN] = bs->cur_ps.powerups[PW_MACHINEGUN] != 0;
    bs->inventory[INVENTORY_GRENADELAUNCHER] = bs->cur_ps.powerups[PW_GRENADE_LAUNCHER] != 0;
    bs->inventory[INVENTORY_ROCKETLAUNCHER] = bs->cur_ps.powerups[PW_ROCKET_LAUNCHER] != 0;
    bs->inventory[INVENTORY_LIGHTNING] = bs->cur_ps.powerups[PW_LIGHTNING] != 0;
    bs->inventory[INVENTORY_RAILGUN] = bs->cur_ps.powerups[PW_RAILGUN] != 0;
    bs->inventory[INVENTORY_PLASMAGUN] = bs->cur_ps.powerups[PW_PLASMAGUN] != 0;
    bs->inventory[INVENTORY_BFG10K] = bs->cur_ps.powerups[PW_BFG] != 0;
    bs->inventory[INVENTORY_GRAPPLINGHOOK] = bs->cur_ps.powerups[PW_GRAPPLING_HOOK] != 0;
    //ammo
    bs->inventory[INVENTORY_SHELLS] = (int)(bs->cur_ps.weaponAmmo[WP_MELEE] * 100);
    bs->inventory[INVENTORY_BULLETS] = (int)(bs->cur_ps.weaponAmmo[WP_RANGE] * 100);
    bs->inventory[INVENTORY_GRENADES] = (int)(bs->cur_ps.weaponAmmo[WP_SPECIAL] * 100);
    /*bs->inventory[INVENTORY_CELLS] = bs->cur_ps.ammo[WP_PLASMAGUN];
    bs->inventory[INVENTORY_LIGHTNINGAMMO] = bs->cur_ps.ammo[WP_LIGHTNING];
    bs->inventory[INVENTORY_ROCKETS] = bs->cur_ps.ammo[WP_ROCKET_LAUNCHER];
    bs->inventory[INVENTORY_SLUGS] = bs->cur_ps.ammo[WP_RAILGUN];
    bs->inventory[INVENTORY_BFGAMMO] = bs->cur_ps.ammo[WP_BFG];*/
    //powerups
    bs->inventory[INVENTORY_HEALTH] = bs->cur_ps.stats[STAT_HEALTH];
    bs->inventory[INVENTORY_TELEPORTER] = bs->cur_ps.stats[STAT_HOLDABLE_ITEM] == MODELINDEX_TELEPORTER;
    bs->inventory[INVENTORY_MEDKIT] = bs->cur_ps.stats[STAT_HOLDABLE_ITEM] == MODELINDEX_MEDKIT;
    bs->inventory[INVENTORY_QUAD] = bs->cur_ps.powerups[PW_QUAD] != 0;
    bs->inventory[INVENTORY_ENVIRONMENTSUIT] = bs->cur_ps.powerups[PW_BATTLESUIT] != 0;
    bs->inventory[INVENTORY_HASTE] = bs->cur_ps.powerups[PW_HASTE] != 0;
    bs->inventory[INVENTORY_INVISIBILITY] = bs->cur_ps.powerups[PW_INVIS] != 0;
    bs->inventory[INVENTORY_REGEN] = bs->cur_ps.powerups[PW_REGEN] != 0;
    bs->inventory[INVENTORY_FLIGHT] = bs->cur_ps.powerups[PW_FLIGHT] != 0;
    bs->inventory[INVENTORY_REDFLAG] = bs->cur_ps.powerups[PW_REDFLAG] != 0;
    bs->inventory[INVENTORY_BLUEFLAG] = bs->cur_ps.powerups[PW_BLUEFLAG] != 0;
    BotCheckItemPickup(bs, oldinventory);
}

/*
==================
BotUpdateBattleInventory
==================
*/
void BotUpdateBattleInventory(bot_state_t *bs, int enemy)
{
    vec3_t dir;
    aas_entityinfo_t entinfo;

    BotEntityInfo(enemy, &entinfo);
    VectorSubtract(entinfo.origin, bs->origin, dir);
    bs->inventory[ENEMY_HEIGHT] = (int) dir[2];
    dir[2] = 0;
    bs->inventory[ENEMY_HORIZONTAL_DIST] = (int) VectorLength(dir);
    //FIXME: add num visible enemies and num visible team mates to the inventory
}

/*
==================
BotBattleUseItems
==================
*/
void BotBattleUseItems(bot_state_t *bs)
{
    if (bs->inventory[INVENTORY_HEALTH] < 40)
    {
        if (bs->inventory[INVENTORY_TELEPORTER] > 0)
        {
            if (!BotCTFCarryingFlag(bs)
               )
            {
                botlib_export->ea.EA_Use(bs->client);
            }
        }
    }
    if (bs->inventory[INVENTORY_HEALTH] < 60)
    {
        if (bs->inventory[INVENTORY_MEDKIT] > 0)
        {
            botlib_export->ea.EA_Use(bs->client);
        }
    }
}

/*
==================
BotSetTeleportTime
==================
*/
void BotSetTeleportTime(bot_state_t *bs)
{
    if ((bs->cur_ps.eFlags ^ bs->last_eFlags) & EF_TELEPORT_BIT)
    {
        bs->teleport_time = FloatTime();
    }
    bs->last_eFlags = bs->cur_ps.eFlags;
}

/*
==================
BotIsDead
==================
*/
qboolean BotIsDead(bot_state_t *bs)
{
    return (bs->cur_ps.pm_type == PM_DEAD);
}

/*
==================
BotIsObserver
==================
*/
qboolean BotIsObserver(bot_state_t *bs)
{
    char buf[MAX_INFO_STRING];
    if (bs->cur_ps.pm_type == PM_SPECTATOR) return qtrue;
    SV_GetConfigstring(CS_PLAYERS+bs->client, buf, sizeof(buf));
    if (atoi(Info_ValueForKey(buf, "t")) == TEAM_SPECTATOR) return qtrue;
    return qfalse;
}

/*
==================
BotIntermission
==================
*/
qboolean BotIntermission(bot_state_t *bs)
{
    //NOTE: we shouldn't be looking at the game code...
    if (level.intermissiontime) return qtrue;
    return (bs->cur_ps.pm_type == PM_FREEZE || bs->cur_ps.pm_type == PM_INTERMISSION);
}

/*
==================
BotInLavaOrSlime
==================
*/
qboolean BotInLavaOrSlime(bot_state_t *bs)
{
    vec3_t feet;

    VectorCopy(bs->origin, feet);
    feet[2] -= 23;
    return (botlib_export->aas.AAS_PointContents(feet) & (CONTENTS_LAVA|CONTENTS_SLIME));
}

/*
==================
BotCreateWayPoint
==================
*/
bot_waypoint_t *BotCreateWayPoint(char *name, vec3_t origin, int areanum)
{
    bot_waypoint_t *wp;
    vec3_t waypointmins = {-8, -8, -8}, waypointmaxs = {8, 8, 8};

    wp = botai_freewaypoints;
    if ( !wp )
    {
        BotAI_Print( PRT_WARNING, "BotCreateWayPoint: Out of waypoints\n" );
        return NULL;
    }
    botai_freewaypoints = botai_freewaypoints->next;

    Q_strncpyz( wp->name, name, sizeof(wp->name) );
    VectorCopy(origin, wp->goal.origin);
    VectorCopy(waypointmins, wp->goal.mins);
    VectorCopy(waypointmaxs, wp->goal.maxs);
    wp->goal.areanum = areanum;
    wp->next = NULL;
    wp->prev = NULL;
    return wp;
}

/*
==================
BotFindWayPoint
==================
*/
bot_waypoint_t *BotFindWayPoint(bot_waypoint_t *waypoints, char *name)
{
    bot_waypoint_t *wp;

    for (wp = waypoints; wp; wp = wp->next)
    {
        if (!Q_stricmp(wp->name, name)) return wp;
    }
    return NULL;
}

/*
==================
BotFreeWaypoints
==================
*/
void BotFreeWaypoints(bot_waypoint_t *wp)
{
    bot_waypoint_t *nextwp;

    for (; wp; wp = nextwp)
    {
        nextwp = wp->next;
        wp->next = botai_freewaypoints;
        botai_freewaypoints = wp;
    }
}

/*
==================
BotInitWaypoints
==================
*/
void BotInitWaypoints(void)
{
    int i;

    botai_freewaypoints = NULL;
    for (i = 0; i < MAX_WAYPOINTS; i++)
    {
        botai_waypoints[i].next = botai_freewaypoints;
        botai_freewaypoints = &botai_waypoints[i];
    }
}

/*
==================
TeamPlayIsOn
==================
*/
int TeamPlayIsOn(void)
{
    return ( gametype >= GT_TEAM );
}

/*
==================
BotAggression
==================
*/
float BotAggression(bot_state_t *bs)
{
    //if the enemy is located way higher than the bot
    if (bs->inventory[ENEMY_HEIGHT] > 200) return 0;
    //if the bot is very low on health
    if (bs->inventory[INVENTORY_HEALTH] < 60) return 0;
    //if the bot is low on health
    if (bs->inventory[INVENTORY_HEALTH] < 80)
    {
        //if the bot has insufficient armor
        if (bs->inventory[INVENTORY_ARMOR] < 40) return 0;
    }
    //if the bot can use the bfg
    if (bs->inventory[INVENTORY_BFG10K] > 0 &&
            bs->inventory[INVENTORY_BFGAMMO] > 7) return 100;
    //if the bot can use the railgun
    if (bs->inventory[INVENTORY_RAILGUN] > 0 &&
            bs->inventory[INVENTORY_SLUGS] > 5) return 95;
    //if the bot can use the lightning gun
    if (bs->inventory[INVENTORY_LIGHTNING] > 0 &&
            bs->inventory[INVENTORY_LIGHTNINGAMMO] > 50) return 90;
    //if the bot can use the rocketlauncher
    if (bs->inventory[INVENTORY_ROCKETLAUNCHER] > 0 &&
            bs->inventory[INVENTORY_ROCKETS] > 5) return 90;
    //if the bot can use the plasmagun
    if (bs->inventory[INVENTORY_PLASMAGUN] > 0 &&
            bs->inventory[INVENTORY_CELLS] > 40) return 85;
    //if the bot can use the grenade launcher
    if (bs->inventory[INVENTORY_GRENADELAUNCHER] > 0 &&
            bs->inventory[INVENTORY_GRENADES] > 10) return 80;
    //if the bot can use the shotgun
    if (bs->inventory[INVENTORY_SHOTGUN] > 0 &&
            bs->inventory[INVENTORY_SHELLS] > 10) return 50;
    //otherwise the bot is not feeling too good
    return 0;
}

/*
==================
BotFeelingBad
==================
*/
float BotFeelingBad(bot_state_t *bs)
{
    //    if (bs->weaponnum == WP_GAUNTLET)
    //    {
    //        return 100;
    //    }
    if (bs->inventory[INVENTORY_HEALTH] < 40)
    {
        return 100;
    }
    //    if (bs->weaponnum == WP_MACHINEGUN)
    //    {
    //        return 90;
    //    }
    if (bs->inventory[INVENTORY_HEALTH] < 60)
    {
        return 80;
    }
    return 0;
}

/*
==================
BotWantsToRetreat
==================
*/
int BotWantsToRetreat(bot_state_t *bs)
{
    aas_entityinfo_t entinfo;

    if (gametype == GT_CTF)
    {
        //always retreat when carrying a CTF flag
        if (BotCTFCarryingFlag(bs))
            return qtrue;
    }

    //
    if (bs->enemy >= 0)
    {
        //if the enemy is carrying a flag
        BotEntityInfo(bs->enemy, &entinfo);
        if (EntityCarriesFlag(&entinfo))
            return qfalse;
    }
    //if the bot is getting the flag
    if (bs->ltgtype == LTG_GETFLAG)
        return qtrue;
    //
    if (BotAggression(bs) < 50)
        return qtrue;
    return qfalse;
}

/*
==================
BotWantsToChase
==================
*/
int BotWantsToChase(bot_state_t *bs)
{
    aas_entityinfo_t entinfo;

    if (gametype == GT_CTF)
    {
        //never chase when carrying a CTF flag
        if (BotCTFCarryingFlag(bs))
            return qfalse;
        //always chase if the enemy is carrying a flag
        BotEntityInfo(bs->enemy, &entinfo);
        if (EntityCarriesFlag(&entinfo))
            return qtrue;
    }
    //if the bot is getting the flag
    if (bs->ltgtype == LTG_GETFLAG)
        return qfalse;
    //
    if (BotAggression(bs) > 50)
        return qtrue;
    return qfalse;
}

/*
==================
BotWantsToHelp
==================
*/
int BotWantsToHelp(bot_state_t *bs)
{
    return qtrue;
}

/*
==================
BotCanAndWantsToRocketJump
==================
*/
int BotCanAndWantsToRocketJump(bot_state_t *bs)
{
    float rocketjumper;

    //if rocket jumping is disabled
    if (!bot_rocketjump->integer) return qfalse;
    //if no rocket launcher
    if (bs->inventory[INVENTORY_ROCKETLAUNCHER] <= 0) return qfalse;
    //if low on rockets
    if (bs->inventory[INVENTORY_ROCKETS] < 3) return qfalse;
    //never rocket jump with the Quad
    if (bs->inventory[INVENTORY_QUAD]) return qfalse;
    //if low on health
    if (bs->inventory[INVENTORY_HEALTH] < 60) return qfalse;
    //if not full health
    if (bs->inventory[INVENTORY_HEALTH] < 90)
    {
        //if the bot has insufficient armor
        if (bs->inventory[INVENTORY_ARMOR] < 40) return qfalse;
    }
    rocketjumper = botlib_export->ai.Characteristic_BFloat(bs->character, CHARACTERISTIC_WEAPONJUMPING, 0, 1);
    if (rocketjumper < 0.5) return qfalse;
    return qtrue;
}

/*
==================
BotHasPersistantPowerupAndWeapon
==================
*/
int BotHasPersistantPowerupAndWeapon(bot_state_t *bs)
{
    //if the bot is very low on health
    if (bs->inventory[INVENTORY_HEALTH] < 60) return qfalse;
    //if the bot is low on health
    if (bs->inventory[INVENTORY_HEALTH] < 80)
    {
        //if the bot has insufficient armor
        if (bs->inventory[INVENTORY_ARMOR] < 40) return qfalse;
    }
    //if the bot can use the bfg
    if (bs->inventory[INVENTORY_BFG10K] > 0 &&
            bs->inventory[INVENTORY_BFGAMMO] > 7) return qtrue;
    //if the bot can use the railgun
    if (bs->inventory[INVENTORY_RAILGUN] > 0 &&
            bs->inventory[INVENTORY_SLUGS] > 5) return qtrue;
    //if the bot can use the lightning gun
    if (bs->inventory[INVENTORY_LIGHTNING] > 0 &&
            bs->inventory[INVENTORY_LIGHTNINGAMMO] > 50) return qtrue;
    //if the bot can use the rocketlauncher
    if (bs->inventory[INVENTORY_ROCKETLAUNCHER] > 0 &&
            bs->inventory[INVENTORY_ROCKETS] > 5) return qtrue;
    //
    if (bs->inventory[INVENTORY_NAILGUN] > 0 &&
            bs->inventory[INVENTORY_NAILS] > 5) return qtrue;
    //
    if (bs->inventory[INVENTORY_PROXLAUNCHER] > 0 &&
            bs->inventory[INVENTORY_MINES] > 5) return qtrue;
    //
    if (bs->inventory[INVENTORY_CHAINGUN] > 0 &&
            bs->inventory[INVENTORY_BELT] > 40) return qtrue;
    //if the bot can use the plasmagun
    if (bs->inventory[INVENTORY_PLASMAGUN] > 0 &&
            bs->inventory[INVENTORY_CELLS] > 20) return qtrue;
    return qfalse;
}

/*
==================
BotGoCamp
==================
*/
void BotGoCamp(bot_state_t *bs, bot_goal_t *goal)
{
    float camper;

    bs->decisionmaker = bs->client;
    //set message time to zero so bot will NOT show any message
    bs->teammessage_time = 0;
    //set the ltg type
    bs->ltgtype = LTG_CAMP;
    //set the team goal
    memcpy(&bs->teamgoal, goal, sizeof(bot_goal_t));
    //get the team goal time
    camper = botlib_export->ai.Characteristic_BFloat(bs->character, CHARACTERISTIC_CAMPER, 0, 1);
    if (camper > 0.99) bs->teamgoal_time = FloatTime() + 99999;
    else bs->teamgoal_time = FloatTime() + 120 + 180 * camper + random() * 15;
    //set the last time the bot started camping
    bs->camp_time = FloatTime();
    //the teammate that requested the camping
    bs->teammate = 0;
    //do NOT type arrive message
    bs->arrive_time = 1;
}

/*
==================
BotWantsToCamp
==================
*/
int BotWantsToCamp(bot_state_t *bs)
{
    float camper;
    int cs, traveltime, besttraveltime;
    bot_goal_t goal, bestgoal;

    camper = botlib_export->ai.Characteristic_BFloat(bs->character, CHARACTERISTIC_CAMPER, 0, 1);
    if (camper < 0.1) return qfalse;
    //if the bot has a team goal
    if (bs->ltgtype == LTG_TEAMHELP ||
            bs->ltgtype == LTG_TEAMACCOMPANY ||
            bs->ltgtype == LTG_DEFENDKEYAREA ||
            bs->ltgtype == LTG_GETFLAG ||
            bs->ltgtype == LTG_RUSHBASE ||
            bs->ltgtype == LTG_CAMP ||
            bs->ltgtype == LTG_CAMPORDER ||
            bs->ltgtype == LTG_PATROL)
    {
        return qfalse;
    }
    //if camped recently
    if (bs->camp_time > FloatTime() - 60 + 300 * (1-camper)) return qfalse;
    //
    if (random() > camper)
    {
        bs->camp_time = FloatTime();
        return qfalse;
    }
    //if the bot isn't healthy anough
    if (BotAggression(bs) < 50) return qfalse;
    //the bot should have at least have the rocket launcher, the railgun or the bfg10k with some ammo
    if ((bs->inventory[INVENTORY_ROCKETLAUNCHER] <= 0 || bs->inventory[INVENTORY_ROCKETS < 10]) &&
            (bs->inventory[INVENTORY_RAILGUN] <= 0 || bs->inventory[INVENTORY_SLUGS] < 10) &&
            (bs->inventory[INVENTORY_BFG10K] <= 0 || bs->inventory[INVENTORY_BFGAMMO] < 10))
    {
        return qfalse;
    }
    //find the closest camp spot
    besttraveltime = 99999;
    for (cs = botlib_export->ai.BotGetNextCampSpotGoal(0, &goal); cs; cs = botlib_export->ai.BotGetNextCampSpotGoal(cs, &goal))
    {
        traveltime = botlib_export->aas.AAS_AreaTravelTimeToGoalArea(bs->areanum, bs->origin, goal.areanum, TFL_DEFAULT);
        if (traveltime && traveltime < besttraveltime)
        {
            besttraveltime = traveltime;
            memcpy(&bestgoal, &goal, sizeof(bot_goal_t));
        }
    }
    if (besttraveltime > 150) return qfalse;
    //ok found a camp spot, go camp there
    BotGoCamp(bs, &bestgoal);
    bs->ordered = qfalse;
    //
    return qtrue;
}

/*
==================
BotDontAvoid
==================
*/
void BotDontAvoid(bot_state_t *bs, char *itemname)
{
    bot_goal_t goal;
    int num;

    num = botlib_export->ai.BotGetLevelItemGoal(-1, itemname, &goal);
    while(num >= 0)
    {
        botlib_export->ai.BotRemoveFromAvoidGoals(bs->gs, goal.number);
        num = botlib_export->ai.BotGetLevelItemGoal(num, itemname, &goal);
    }
}

/*
==================
BotGoForPowerups
==================
*/
void BotGoForPowerups(bot_state_t *bs)
{

    //don't avoid any of the powerups anymore
    BotDontAvoid(bs, "Quad Damage");
    BotDontAvoid(bs, "Regeneration");
    BotDontAvoid(bs, "Battle Suit");
    BotDontAvoid(bs, "Speed");
    BotDontAvoid(bs, "Invisibility");
    //BotDontAvoid(bs, "Flight");
    //reset the long term goal time so the bot will go for the powerup
    //NOTE: the long term goal type doesn't change
    bs->ltg_time = 0;
}

/*
==================
BotRoamGoal
==================
*/
void BotRoamGoal(bot_state_t *bs, vec3_t goal)
{
    int pc, i;
    float len, rnd;
    vec3_t dir, bestorg, belowbestorg;
    bsp_trace_t trace;

    for (i = 0; i < 10; i++)
    {
        //start at the bot origin
        VectorCopy(bs->origin, bestorg);
        rnd = random();
        if (rnd > 0.25)
        {
            //add a random value to the x-coordinate
            if (random() < 0.5) bestorg[0] -= 800 * random() + 100;
            else bestorg[0] += 800 * random() + 100;
        }
        if (rnd < 0.75)
        {
            //add a random value to the y-coordinate
            if (random() < 0.5) bestorg[1] -= 800 * random() + 100;
            else bestorg[1] += 800 * random() + 100;
        }
        //add a random value to the z-coordinate (NOTE: 48 = maxjump?)
        bestorg[2] += 2 * 48 * crandom();
        //trace a line from the origin to the roam target
        BotAI_Trace(&trace, bs->origin, NULL, NULL, bestorg, bs->entitynum, MASK_SOLID);
        //direction and length towards the roam target
        VectorSubtract(trace.endpos, bs->origin, dir);
        len = VectorNormalize(dir);
        //if the roam target is far away anough
        if (len > 200)
        {
            //the roam target is in the given direction before walls
            VectorScale(dir, len * trace.fraction - 40, dir);
            VectorAdd(bs->origin, dir, bestorg);
            //get the coordinates of the floor below the roam target
            belowbestorg[0] = bestorg[0];
            belowbestorg[1] = bestorg[1];
            belowbestorg[2] = bestorg[2] - 800;
            BotAI_Trace(&trace, bestorg, NULL, NULL, belowbestorg, bs->entitynum, MASK_SOLID);
            //
            if (!trace.startsolid)
            {
                trace.endpos[2]++;
                pc = SV_PointContents(trace.endpos, bs->entitynum);
                if (!(pc & (CONTENTS_LAVA | CONTENTS_SLIME)))
                {
                    VectorCopy(bestorg, goal);
                    return;
                }
            }
        }
    }
    VectorCopy(bestorg, goal);
}

/*
==================
BotAttackMove
==================
*/
bot_moveresult_t BotAttackMove(bot_state_t *bs, int tfl)
{
    int movetype, i, attackentity;
    float attack_skill, jumper, croucher, dist, strafechange_time;
    float attack_dist, attack_range;
    vec3_t forward, backward, sideward, hordir, up = {0, 0, 1};
    aas_entityinfo_t entinfo;
    bot_moveresult_t moveresult;
    bot_goal_t goal;

    attackentity = bs->enemy;
    //
    if (bs->attackchase_time > FloatTime())
    {
        //create the chase goal
        goal.entitynum = attackentity;
        goal.areanum = bs->lastenemyareanum;
        VectorCopy(bs->lastenemyorigin, goal.origin);
        VectorSet(goal.mins, -8, -8, -8);
        VectorSet(goal.maxs, 8, 8, 8);
        //initialize the movement state
        BotSetupForMovement(bs);
        //move towards the goal
        botlib_export->ai.BotMoveToGoal(&moveresult, bs->ms, &goal, tfl);
        return moveresult;
    }
    //
    memset(&moveresult, 0, sizeof(bot_moveresult_t));
    //
    attack_skill = botlib_export->ai.Characteristic_BFloat(bs->character, CHARACTERISTIC_ATTACK_SKILL, 0, 1);
    jumper = botlib_export->ai.Characteristic_BFloat(bs->character, CHARACTERISTIC_JUMPER, 0, 1);
    croucher = botlib_export->ai.Characteristic_BFloat(bs->character, CHARACTERISTIC_CROUCHER, 0, 1);
    //if the bot is really stupid
    if (attack_skill < 0.2) return moveresult;
    //initialize the movement state
    BotSetupForMovement(bs);
    //get the enemy entity info
    BotEntityInfo(attackentity, &entinfo);
    //direction towards the enemy
    VectorSubtract(entinfo.origin, bs->origin, forward);
    //the distance towards the enemy
    dist = VectorNormalize(forward);
    VectorNegate(forward, backward);
    //walk, crouch or jump
    movetype = MOVE_WALK;
    //
    if (bs->attackcrouch_time < FloatTime() - 1)
    {
        if (random() < jumper)
        {
            movetype = MOVE_JUMP;
        }
        //wait at least one second before crouching again
        else if (bs->attackcrouch_time < FloatTime() - 1 && random() < croucher)
        {
            bs->attackcrouch_time = FloatTime() + croucher * 5;
        }
    }
    if (bs->attackcrouch_time > FloatTime()) movetype = MOVE_CROUCH;
    //if the bot should jump
    if (movetype == MOVE_JUMP)
    {
        //if jumped last frame
        if (bs->attackjump_time > FloatTime())
        {
            movetype = MOVE_WALK;
        }
        else
        {
            bs->attackjump_time = FloatTime() + 1;
        }
    }
    attack_dist = IDEAL_ATTACKDIST;
    attack_range = 40;

    //if the bot is stupid
    if (attack_skill <= 0.4)
    {
        //just walk to or away from the enemy
        if (dist > attack_dist + attack_range)
        {
            if (botlib_export->ai.BotMoveInDirection(bs->ms, forward, 400, movetype)) return moveresult;
        }
        if (dist < attack_dist - attack_range)
        {
            if (botlib_export->ai.BotMoveInDirection(bs->ms, backward, 400, movetype)) return moveresult;
        }
        return moveresult;
    }
    //increase the strafe time
    bs->attackstrafe_time += bs->thinktime;
    //get the strafe change time
    strafechange_time = 0.4 + (1 - attack_skill) * 0.2;
    if (attack_skill > 0.7) strafechange_time += crandom() * 0.2;
    //if the strafe direction should be changed
    if (bs->attackstrafe_time > strafechange_time)
    {
        //some magic number :)
        if (random() > 0.935)
        {
            //flip the strafe direction
            bs->flags ^= BFL_STRAFERIGHT;
            bs->attackstrafe_time = 0;
        }
    }
    //
    for (i = 0; i < 2; i++)
    {
        hordir[0] = forward[0];
        hordir[1] = forward[1];
        hordir[2] = 0;
        VectorNormalize(hordir);
        //get the sideward vector
        CrossProduct(hordir, up, sideward);
        //reverse the vector depending on the strafe direction
        if (bs->flags & BFL_STRAFERIGHT) VectorNegate(sideward, sideward);
        //randomly go back a little
        if (random() > 0.9)
        {
            VectorAdd(sideward, backward, sideward);
        }
        else
        {
            //walk forward or backward to get at the ideal attack distance
            if (dist > attack_dist + attack_range)
            {
                VectorAdd(sideward, forward, sideward);
            }
            else if (dist < attack_dist - attack_range)
            {
                VectorAdd(sideward, backward, sideward);
            }
        }
        //perform the movement
        if (botlib_export->ai.BotMoveInDirection(bs->ms, sideward, 400, movetype))
            return moveresult;
        //movement failed, flip the strafe direction
        bs->flags ^= BFL_STRAFERIGHT;
        bs->attackstrafe_time = 0;
    }
    //bot couldn't do any usefull movement
    //	bs->attackchase_time = AAS_Time() + 6;
    return moveresult;
}

/*
==================
BotSameTeam
==================
*/
int BotSameTeam(bot_state_t *bs, int entnum)
{
    char info1[1024], info2[1024];

    if (bs->client < 0 || bs->client >= MAX_CLIENTS)
    {
        //BotAI_Print(PRT_ERROR, "BotSameTeam: client out of range\n");
        return qfalse;
    }
    if (entnum < 0 || entnum >= MAX_CLIENTS)
    {
        //BotAI_Print(PRT_ERROR, "BotSameTeam: client out of range\n");
        return qfalse;
    }
    if ( gametype >= GT_TEAM )
    {
        SV_GetConfigstring(CS_PLAYERS+bs->client, info1, sizeof(info1));
        SV_GetConfigstring(CS_PLAYERS+entnum, info2, sizeof(info2));
        //
        if (atoi(Info_ValueForKey(info1, "t")) == atoi(Info_ValueForKey(info2, "t"))) return qtrue;
    }
    return qfalse;
}

/*
==================
InFieldOfVision
==================
*/
qboolean InFieldOfVision(vec3_t viewangles, float fov, vec3_t angles)
{
    int i;
    float diff, angle;

    for (i = 0; i < 2; i++)
    {
        angle = AngleMod(viewangles[i]);
        angles[i] = AngleMod(angles[i]);
        diff = angles[i] - angle;
        if (angles[i] > angle)
        {
            if (diff > 180.0) diff -= 360.0;
        }
        else
        {
            if (diff < -180.0) diff += 360.0;
        }
        if (diff > 0)
        {
            if (diff > fov * 0.5) return qfalse;
        }
        else
        {
            if (diff < -fov * 0.5) return qfalse;
        }
    }
    return qtrue;
}

/*
==================
BotEntityVisible
 
returns visibility in the range [0, 1] taking fog and water surfaces into account
==================
*/
float BotEntityVisible(int viewer, vec3_t eye, vec3_t viewangles, float fov, int ent)
{
    int i, contents_mask, passent, hitent, infog, inwater, otherinfog, pc;
    float squaredfogdist, waterfactor, vis, bestvis;
    bsp_trace_t trace;
    aas_entityinfo_t entinfo;
    vec3_t dir, entangles, start, end, middle;

    //calculate middle of bounding box
    BotEntityInfo(ent, &entinfo);
    VectorAdd(entinfo.mins, entinfo.maxs, middle);
    VectorScale(middle, 0.5, middle);
    VectorAdd(entinfo.origin, middle, middle);
    //check if entity is within field of vision
    VectorSubtract(middle, eye, dir);
    vectoangles(dir, entangles);
    if (!InFieldOfVision(viewangles, fov, entangles)) return 0;
    //
    pc = botlib_export->aas.AAS_PointContents(eye);
    infog = (pc & CONTENTS_FOG);
    inwater = (pc & (CONTENTS_LAVA|CONTENTS_SLIME|CONTENTS_WATER));
    //
    bestvis = 0;
    for (i = 0; i < 3; i++)
    {
        //if the point is not in potential visible sight
        //if (!AAS_inPVS(eye, middle)) continue;
        //
        contents_mask = CONTENTS_SOLID|CONTENTS_PLAYERCLIP;
        passent = viewer;
        hitent = ent;
        VectorCopy(eye, start);
        VectorCopy(middle, end);
        //if the entity is in water, lava or slime
        if (botlib_export->aas.AAS_PointContents(middle) & (CONTENTS_LAVA|CONTENTS_SLIME|CONTENTS_WATER))
        {
            contents_mask |= (CONTENTS_LAVA|CONTENTS_SLIME|CONTENTS_WATER);
        }
        //if eye is in water, lava or slime
        if (inwater)
        {
            if (!(contents_mask & (CONTENTS_LAVA|CONTENTS_SLIME|CONTENTS_WATER)))
            {
                passent = ent;
                hitent = viewer;
                VectorCopy(middle, start);
                VectorCopy(eye, end);
            }
            contents_mask ^= (CONTENTS_LAVA|CONTENTS_SLIME|CONTENTS_WATER);
        }
        //trace from start to end
        BotAI_Trace(&trace, start, NULL, NULL, end, passent, contents_mask);
        //if water was hit
        waterfactor = 1.0;
        if (trace.contents & (CONTENTS_LAVA|CONTENTS_SLIME|CONTENTS_WATER))
        {
            //if the water surface is translucent
            if (1)
            {
                //trace through the water
                contents_mask &= ~(CONTENTS_LAVA|CONTENTS_SLIME|CONTENTS_WATER);
                BotAI_Trace(&trace, trace.endpos, NULL, NULL, end, passent, contents_mask);
                waterfactor = 0.5;
            }
        }
        //if a full trace or the hitent was hit
        if (trace.fraction >= 1 || trace.ent == hitent)
        {
            //check for fog, assuming there's only one fog brush where
            //either the viewer or the entity is in or both are in
            otherinfog = (botlib_export->aas.AAS_PointContents(middle) & CONTENTS_FOG);
            if (infog && otherinfog)
            {
                VectorSubtract(trace.endpos, eye, dir);
                squaredfogdist = VectorLengthSquared(dir);
            }
            else if (infog)
            {
                VectorCopy(trace.endpos, start);
                BotAI_Trace(&trace, start, NULL, NULL, eye, viewer, CONTENTS_FOG);
                VectorSubtract(eye, trace.endpos, dir);
                squaredfogdist = VectorLengthSquared(dir);
            }
            else if (otherinfog)
            {
                VectorCopy(trace.endpos, end);
                BotAI_Trace(&trace, eye, NULL, NULL, end, viewer, CONTENTS_FOG);
                VectorSubtract(end, trace.endpos, dir);
                squaredfogdist = VectorLengthSquared(dir);
            }
            else
            {
                //if the entity and the viewer are not in fog assume there's no fog in between
                squaredfogdist = 0;
            }
            //decrease visibility with the view distance through fog
            vis = 1 / ((squaredfogdist * 0.001) < 1 ? 1 : (squaredfogdist * 0.001));
            //if entering water visibility is reduced
            vis *= waterfactor;
            //
            if (vis > bestvis) bestvis = vis;
            //if pretty much no fog
            if (bestvis >= 0.95) return bestvis;
        }
        //check bottom and top of bounding box as well
        if (i == 0) middle[2] += entinfo.mins[2];
        else if (i == 1) middle[2] += entinfo.maxs[2] - entinfo.mins[2];
    }
    return bestvis;
}

/*
==================
BotFindEnemy
==================
*/
int BotFindEnemy(bot_state_t *bs, int curenemy)
{
    int i, healthdecrease;
    float f, alertness, easyfragger, vis;
    float squaredist, cursquaredist;
    aas_entityinfo_t entinfo, curenemyinfo;
    vec3_t dir, angles;

    alertness = botlib_export->ai.Characteristic_BFloat(bs->character, CHARACTERISTIC_ALERTNESS, 0, 1);
    easyfragger = botlib_export->ai.Characteristic_BFloat(bs->character, CHARACTERISTIC_EASY_FRAGGER, 0, 1);
    //check if the health decreased
    healthdecrease = bs->lasthealth > bs->inventory[INVENTORY_HEALTH];
    //remember the current health value
    bs->lasthealth = bs->inventory[INVENTORY_HEALTH];
    //
    if (curenemy >= 0)
    {
        BotEntityInfo(curenemy, &curenemyinfo);
        if (EntityCarriesFlag(&curenemyinfo)) return qfalse;
        VectorSubtract(curenemyinfo.origin, bs->origin, dir);
        cursquaredist = VectorLengthSquared(dir);
    }
    else
    {
        cursquaredist = 0;
    }
    //
    for (i = 0; i < maxclients && i < MAX_CLIENTS; i++)
    {

        if (i == bs->client) continue;
        //if it's the current enemy
        if (i == curenemy) continue;
        //
        BotEntityInfo(i, &entinfo);
        //
        if (!entinfo.valid) continue;
        //if the enemy isn't dead and the enemy isn't the bot self
        if (EntityIsDead(&entinfo) || entinfo.number == bs->entitynum) continue;
        //if the enemy is invisible and not shooting
        if (EntityIsInvisible(&entinfo) && !EntityIsShooting(&entinfo))
        {
            continue;
        }
        //if not an easy fragger don't shoot at chatting players
        if (easyfragger < 0.5 && EntityIsChatting(&entinfo)) continue;
        //
        if (lastteleport_time > FloatTime() - 3)
        {
            VectorSubtract(entinfo.origin, lastteleport_origin, dir);
            if (VectorLengthSquared(dir) < Square(70)) continue;
        }
        //calculate the distance towards the enemy
        VectorSubtract(entinfo.origin, bs->origin, dir);
        squaredist = VectorLengthSquared(dir);
        //if this entity is not carrying a flag
        if (!EntityCarriesFlag(&entinfo))
        {
            //if this enemy is further away than the current one
            if (curenemy >= 0 && squaredist > cursquaredist) continue;
        } //end if
        //if the bot has no
        if (squaredist > Square(900.0 + alertness * 4000.0)) continue;
        //if on the same team
        if (BotSameTeam(bs, i)) continue;
        //if the bot's health decreased or the enemy is shooting
        if (curenemy < 0 && (healthdecrease || EntityIsShooting(&entinfo)))
            f = 360;
        else
            f = 90 + 90 - (90 - (squaredist > Square(810) ? Square(810) : squaredist) / (810 * 9));
        //check if the enemy is visible
        vis = BotEntityVisible(bs->entitynum, bs->eye, bs->viewangles, f, i);
        if (vis <= 0) continue;
        //if the enemy is quite far away, not shooting and the bot is not damaged
        if (curenemy < 0 && squaredist > Square(100) && !healthdecrease && !EntityIsShooting(&entinfo))
        {
            //check if we can avoid this enemy
            VectorSubtract(bs->origin, entinfo.origin, dir);
            vectoangles(dir, angles);
            //if the bot isn't in the fov of the enemy
            if (!InFieldOfVision(entinfo.angles, 90, angles))
            {
                //update some stuff for this enemy
                BotUpdateBattleInventory(bs, i);
                //if the bot doesn't really want to fight
                if (BotWantsToRetreat(bs)) continue;
            }
        }
        //found an enemy
        bs->enemy = entinfo.number;
        if (curenemy >= 0) bs->enemysight_time = FloatTime() - 2;
        else bs->enemysight_time = FloatTime();
        bs->enemysuicide = qfalse;
        bs->enemydeath_time = 0;
        bs->enemyvisible_time = FloatTime();
        return qtrue;
    }
    return qfalse;
}

/*
==================
BotTeamFlagCarrierVisible
==================
*/
int BotTeamFlagCarrierVisible(bot_state_t *bs)
{
    int i;
    float vis;
    aas_entityinfo_t entinfo;

    for (i = 0; i < maxclients && i < MAX_CLIENTS; i++)
    {
        if (i == bs->client)
            continue;
        //
        BotEntityInfo(i, &entinfo);
        //if this player is active
        if (!entinfo.valid)
            continue;
        //if this player is carrying a flag
        if (!EntityCarriesFlag(&entinfo))
            continue;
        //if the flag carrier is not on the same team
        if (!BotSameTeam(bs, i))
            continue;
        //if the flag carrier is not visible
        vis = BotEntityVisible(bs->entitynum, bs->eye, bs->viewangles, 360, i);
        if (vis <= 0)
            continue;
        //
        return i;
    }
    return -1;
}

/*
==================
BotTeamFlagCarrier
==================
*/
int BotTeamFlagCarrier(bot_state_t *bs)
{
    int i;
    aas_entityinfo_t entinfo;

    for (i = 0; i < maxclients && i < MAX_CLIENTS; i++)
    {
        if (i == bs->client)
            continue;
        //
        BotEntityInfo(i, &entinfo);
        //if this player is active
        if (!entinfo.valid)
            continue;
        //if this player is carrying a flag
        if (!EntityCarriesFlag(&entinfo))
            continue;
        //if the flag carrier is not on the same team
        if (!BotSameTeam(bs, i))
            continue;
        //
        return i;
    }
    return -1;
}

/*
==================
BotEnemyFlagCarrierVisible
==================
*/
int BotEnemyFlagCarrierVisible(bot_state_t *bs)
{
    int i;
    float vis;
    aas_entityinfo_t entinfo;

    for (i = 0; i < maxclients && i < MAX_CLIENTS; i++)
    {
        if (i == bs->client)
            continue;
        //
        BotEntityInfo(i, &entinfo);
        //if this player is active
        if (!entinfo.valid)
            continue;
        //if this player is carrying a flag
        if (!EntityCarriesFlag(&entinfo))
            continue;
        //if the flag carrier is on the same team
        if (BotSameTeam(bs, i))
            continue;
        //if the flag carrier is not visible
        vis = BotEntityVisible(bs->entitynum, bs->eye, bs->viewangles, 360, i);
        if (vis <= 0)
            continue;
        //
        return i;
    }
    return -1;
}

/*
==================
BotVisibleTeamMatesAndEnemies
==================
*/
void BotVisibleTeamMatesAndEnemies(bot_state_t *bs, int *teammates, int *enemies, float range)
{
    int i;
    float vis;
    aas_entityinfo_t entinfo;
    vec3_t dir;

    if (teammates)
        *teammates = 0;
    if (enemies)
        *enemies = 0;
    for (i = 0; i < maxclients && i < MAX_CLIENTS; i++)
    {
        if (i == bs->client)
            continue;
        //
        BotEntityInfo(i, &entinfo);
        //if this player is active
        if (!entinfo.valid)
            continue;
        //if this player is carrying a flag
        if (!EntityCarriesFlag(&entinfo))
            continue;
        //if not within range
        VectorSubtract(entinfo.origin, bs->origin, dir);
        if (VectorLengthSquared(dir) > Square(range))
            continue;
        //if the flag carrier is not visible
        vis = BotEntityVisible(bs->entitynum, bs->eye, bs->viewangles, 360, i);
        if (vis <= 0)
            continue;
        //if the flag carrier is on the same team
        if (BotSameTeam(bs, i))
        {
            if (teammates)
                (*teammates)++;
        }
        else
        {
            if (enemies)
                (*enemies)++;
        }
    }
}

/*
==================
BotAimAtEnemy
==================
*/
void BotAimAtEnemy(bot_state_t *bs)
{
    int i, enemyvisible;
    float dist, aim_skill, aim_accuracy, speed, reactiontime;
    vec3_t dir, bestorigin, end, start, groundtarget, cmdmove, enemyvelocity;
    vec3_t mins = {-4,-4,-4}, maxs = {4, 4, 4};
    weaponinfo_t wi;
    aas_entityinfo_t entinfo;
    // bot_goal_t goal;
    bsp_trace_t trace;
    vec3_t target;

    //if the bot has no enemy
    if (bs->enemy < 0)
    {
        return;
    }
    //get the enemy entity information
    BotEntityInfo(bs->enemy, &entinfo);
    //if this is not a player (should be an obelisk)
    if (bs->enemy >= MAX_CLIENTS)
    {
        //if the obelisk is visible
        VectorCopy(entinfo.origin, target);
        //aim at the obelisk
        VectorSubtract(target, bs->eye, dir);
        vectoangles(dir, bs->ideal_viewangles);
        //set the aim target before trying to attack
        VectorCopy(target, bs->aimtarget);
        return;
    }
    //
    //BotAI_Print(PRT_MESSAGE, "client %d: aiming at client %d\n", bs->entitynum, bs->enemy);
    //
    aim_skill = botlib_export->ai.Characteristic_BFloat(bs->character, CHARACTERISTIC_AIM_SKILL, 0, 1);
    aim_accuracy = botlib_export->ai.Characteristic_BFloat(bs->character, CHARACTERISTIC_AIM_ACCURACY, 0, 1);
    //
    if (aim_skill > 0.95)
    {
        //don't aim too early
        reactiontime = 0.5 * botlib_export->ai.Characteristic_BFloat(bs->character, CHARACTERISTIC_REACTIONTIME, 0, 1);
        if (bs->enemysight_time > FloatTime() - reactiontime) return;
        if (bs->teleport_time > FloatTime() - reactiontime) return;
    }

    //get the weapon information
    botlib_export->ai.BotGetWeaponInfo(bs->ws, bs->weaponnum, &wi);
    //get the weapon specific aim accuracy and or aim skill
    /*    if (wi.number == WP_MACHINEGUN)
        {
            aim_accuracy = botlib_export->ai.Characteristic_BFloat(bs->character, CHARACTERISTIC_AIM_ACCURACY_MACHINEGUN, 0, 1);
        }
        else if (wi.number == WP_SHOTGUN)
        {
            aim_accuracy = botlib_export->ai.Characteristic_BFloat(bs->character, CHARACTERISTIC_AIM_ACCURACY_SHOTGUN, 0, 1);
        }
        else if (wi.number == WP_GRENADE_LAUNCHER)
        {
            aim_accuracy = botlib_export->ai.Characteristic_BFloat(bs->character, CHARACTERISTIC_AIM_ACCURACY_GRENADELAUNCHER, 0, 1);
            aim_skill = botlib_export->ai.Characteristic_BFloat(bs->character, CHARACTERISTIC_AIM_SKILL_GRENADELAUNCHER, 0, 1);
        }
        else if (wi.number == WP_ROCKET_LAUNCHER)
        {
            aim_accuracy = botlib_export->ai.Characteristic_BFloat(bs->character, CHARACTERISTIC_AIM_ACCURACY_ROCKETLAUNCHER, 0, 1);
            aim_skill = botlib_export->ai.Characteristic_BFloat(bs->character, CHARACTERISTIC_AIM_SKILL_ROCKETLAUNCHER, 0, 1);
        }
        else if (wi.number == WP_LIGHTNING)
        {
            aim_accuracy = botlib_export->ai.Characteristic_BFloat(bs->character, CHARACTERISTIC_AIM_ACCURACY_LIGHTNING, 0, 1);
        }
        else if (wi.number == WP_RAILGUN)
        {
            aim_accuracy = botlib_export->ai.Characteristic_BFloat(bs->character, CHARACTERISTIC_AIM_ACCURACY_RAILGUN, 0, 1);
        }
        else if (wi.number == WP_PLASMAGUN)
        {
            aim_accuracy = botlib_export->ai.Characteristic_BFloat(bs->character, CHARACTERISTIC_AIM_ACCURACY_PLASMAGUN, 0, 1);
            aim_skill = botlib_export->ai.Characteristic_BFloat(bs->character, CHARACTERISTIC_AIM_SKILL_PLASMAGUN, 0, 1);
        }
        else if (wi.number == WP_BFG)
        {
            aim_accuracy = botlib_export->ai.Characteristic_BFloat(bs->character, CHARACTERISTIC_AIM_ACCURACY_BFG10K, 0, 1);
            aim_skill = botlib_export->ai.Characteristic_BFloat(bs->character, CHARACTERISTIC_AIM_SKILL_BFG10K, 0, 1);
        }*/
    //
    if (aim_accuracy <= 0) aim_accuracy = 0.0001f;
    //get the enemy entity information
    BotEntityInfo(bs->enemy, &entinfo);
    //if the enemy is invisible then shoot crappy most of the time
    if (EntityIsInvisible(&entinfo))
    {
        if (random() > 0.1) aim_accuracy *= 0.4f;
    }
    //
    VectorSubtract(entinfo.origin, entinfo.lastvisorigin, enemyvelocity);
    VectorScale(enemyvelocity, 1 / entinfo.update_time, enemyvelocity);
    //enemy origin and velocity is remembered every 0.5 seconds
    if (bs->enemyposition_time < FloatTime())
    {
        //
        bs->enemyposition_time = FloatTime() + 0.5;
        VectorCopy(enemyvelocity, bs->enemyvelocity);
        VectorCopy(entinfo.origin, bs->enemyorigin);
    }
    //if not extremely skilled
    if (aim_skill < 0.9)
    {
        VectorSubtract(entinfo.origin, bs->enemyorigin, dir);
        //if the enemy moved a bit
        if (VectorLengthSquared(dir) > Square(48))
        {
            //if the enemy changed direction
            if (DotProduct(bs->enemyvelocity, enemyvelocity) < 0)
            {
                //aim accuracy should be worse now
                aim_accuracy *= 0.7f;
            }
        }
    }
    //check visibility of enemy
    enemyvisible = (int)BotEntityVisible(bs->entitynum, bs->eye, bs->viewangles, 360, bs->enemy);
    //if the enemy is visible
    if (enemyvisible)
    {
        //
        VectorCopy(entinfo.origin, bestorigin);
        bestorigin[2] += 8;
        //get the start point shooting from
        //NOTE: the x and y projectile start offsets are ignored
        VectorCopy(bs->origin, start);
        start[2] += bs->cur_ps.viewheight;
        start[2] += wi.offset[2];
        //
        BotAI_Trace(&trace, start, mins, maxs, bestorigin, bs->entitynum, MASK_SHOT);
        //if the enemy is NOT hit
        if (trace.fraction <= 1 && trace.ent != entinfo.number)
        {
            bestorigin[2] += 16;
        }
        //if it is not an instant hit weapon the bot might want to predict the enemy
        if (wi.speed)
        {
            //
            VectorSubtract(bestorigin, bs->origin, dir);
            dist = VectorLength(dir);
            VectorSubtract(entinfo.origin, bs->enemyorigin, dir);
            //if the enemy is NOT pretty far away and strafing just small steps left and right
            if (!(dist > 100 && VectorLengthSquared(dir) < Square(32)))
            {
                //if skilled anough do exact prediction
                if (aim_skill > 0.8 && bs->cur_ps.weaponState == WEAPON_READY)
                {
                    aas_clientmove_t move;
                    vec3_t origin;

                    VectorSubtract(entinfo.origin, bs->origin, dir);
                    //distance towards the enemy
                    dist = VectorLength(dir);
                    //direction the enemy is moving in
                    VectorSubtract(entinfo.origin, entinfo.lastvisorigin, dir);
                    //
                    VectorScale(dir, 1 / entinfo.update_time, dir);
                    //
                    VectorCopy(entinfo.origin, origin);
                    origin[2] += 1;
                    //
                    VectorClear(cmdmove);
                    //AAS_ClearShownDebugLines();
                    botlib_export->aas.AAS_PredictClientMovement(&move, bs->enemy, origin,
                            PRESENCE_CROUCH, qfalse,
                            dir, cmdmove, 0,
                            (int)(dist * 10 / wi.speed), 0.1f, 0, 0, qfalse);
                    VectorCopy(move.endpos, bestorigin);
                    //BotAI_Print(PRT_MESSAGE, "%1.1f predicted speed = %f, frames = %f\n", FloatTime(), VectorLength(dir), dist * 10 / wi.speed);
                }
                //if not that skilled do linear prediction
                else if (aim_skill > 0.4)
                {
                    VectorSubtract(entinfo.origin, bs->origin, dir);
                    //distance towards the enemy
                    dist = VectorLength(dir);
                    //direction the enemy is moving in
                    VectorSubtract(entinfo.origin, entinfo.lastvisorigin, dir);
                    dir[2] = 0;
                    //
                    speed = VectorNormalize(dir) / entinfo.update_time;
                    //botimport.Print(PRT_MESSAGE, "speed = %f, wi->speed = %f\n", speed, wi->speed);
                    //best spot to aim at
                    VectorMA(entinfo.origin, (dist / wi.speed) * speed, dir, bestorigin);
                }
            }
        }
        //if the projectile does radial damage
        if (aim_skill > 0.6 && wi.proj.damagetype & DAMAGETYPE_RADIAL)
        {
            //if the enemy isn't standing significantly higher than the bot
            if (entinfo.origin[2] < bs->origin[2] + 16)
            {
                //try to aim at the ground in front of the enemy
                VectorCopy(entinfo.origin, end);
                end[2] -= 64;
                BotAI_Trace(&trace, entinfo.origin, NULL, NULL, end, entinfo.number, MASK_SHOT);
                //
                VectorCopy(bestorigin, groundtarget);
                if (trace.startsolid) groundtarget[2] = entinfo.origin[2] - 16;
                else groundtarget[2] = trace.endpos[2] - 8;
                //trace a line from projectile start to ground target
                BotAI_Trace(&trace, start, NULL, NULL, groundtarget, bs->entitynum, MASK_SHOT);
                //if hitpoint is not vertically too far from the ground target
                if (fabs(trace.endpos[2] - groundtarget[2]) < 50)
                {
                    VectorSubtract(trace.endpos, groundtarget, dir);
                    //if the hitpoint is near anough the ground target
                    if (VectorLengthSquared(dir) < Square(60))
                    {
                        VectorSubtract(trace.endpos, start, dir);
                        //if the hitpoint is far anough from the bot
                        if (VectorLengthSquared(dir) > Square(100))
                        {
                            //check if the bot is visible from the ground target
                            trace.endpos[2] += 1;
                            BotAI_Trace(&trace, trace.endpos, NULL, NULL, entinfo.origin, entinfo.number, MASK_SHOT);
                            if (trace.fraction >= 1)
                            {
                                //botimport.Print(PRT_MESSAGE, "%1.1f aiming at ground\n", AAS_Time());
                                VectorCopy(groundtarget, bestorigin);
                            }
                        }
                    }
                }
            }
        }
        bestorigin[0] += 20 * crandom() * (1 - aim_accuracy);
        bestorigin[1] += 20 * crandom() * (1 - aim_accuracy);
        bestorigin[2] += 10 * crandom() * (1 - aim_accuracy);
    }
    else
    {
        //
        VectorCopy(bs->lastenemyorigin, bestorigin);
        bestorigin[2] += 8;
        //if the bot is skilled anough
        if (aim_skill > 0.5)
        {
            //do prediction shots around corners
            /*            if (wi.number == WP_BFG ||
                                wi.number == WP_ROCKET_LAUNCHER ||
                                wi.number == WP_GRENADE_LAUNCHER)
                        {
                            //create the chase goal
                            goal.entitynum = bs->client;
                            goal.areanum = bs->areanum;
                            VectorCopy(bs->eye, goal.origin);
                            VectorSet(goal.mins, -8, -8, -8);
                            VectorSet(goal.maxs, 8, 8, 8);
                            //
                            if (botlib_export->ai.BotPredictVisiblePosition(bs->lastenemyorigin, bs->lastenemyareanum, &goal, TFL_DEFAULT, target))
                            {
                                VectorSubtract(target, bs->eye, dir);
                                if (VectorLengthSquared(dir) > Square(80))
                                {
                                    VectorCopy(target, bestorigin);
                                    bestorigin[2] -= 20;
                                }
                            }
                            aim_accuracy = 1;
                        }*/
        }
    }
    //
    if (enemyvisible)
    {
        BotAI_Trace(&trace, bs->eye, NULL, NULL, bestorigin, bs->entitynum, MASK_SHOT);
        VectorCopy(trace.endpos, bs->aimtarget);
    }
    else
    {
        VectorCopy(bestorigin, bs->aimtarget);
    }
    //get aim direction
    VectorSubtract(bestorigin, bs->eye, dir);
    //
    /*    if (wi.number == WP_MACHINEGUN ||
                wi.number == WP_SHOTGUN ||
                wi.number == WP_LIGHTNING ||
                wi.number == WP_RAILGUN)
        {
            //distance towards the enemy
            dist = VectorLength(dir);
            if (dist > 150) dist = 150;
            f = 0.6 + dist / 150 * 0.4;
            aim_accuracy *= f;
        }*/
    //add some random stuff to the aim direction depending on the aim accuracy
    if (aim_accuracy < 0.8)
    {
        VectorNormalize(dir);
        for (i = 0; i < 3; i++) dir[i] += 0.3 * crandom() * (1 - aim_accuracy);
    }
    //set the ideal view angles
    vectoangles(dir, bs->ideal_viewangles);
    //take the weapon spread into account for lower skilled bots
    bs->ideal_viewangles[PITCH] += 6 * wi.vspread * crandom() * (1 - aim_accuracy);
    bs->ideal_viewangles[PITCH] = AngleMod(bs->ideal_viewangles[PITCH]);
    bs->ideal_viewangles[YAW] += 6 * wi.hspread * crandom() * (1 - aim_accuracy);
    bs->ideal_viewangles[YAW] = AngleMod(bs->ideal_viewangles[YAW]);
    //if the bots should be really challenging
    if (bot_challenge->integer)
    {
        //if the bot is really accurate and has the enemy in view for some time
        if (aim_accuracy > 0.9 && bs->enemysight_time < FloatTime() - 1)
        {
            //set the view angles directly
            if (bs->ideal_viewangles[PITCH] > 180) bs->ideal_viewangles[PITCH] -= 360;
            VectorCopy(bs->ideal_viewangles, bs->viewangles);
            botlib_export->ea.EA_View(bs->client, bs->viewangles);
        }
    }
}

/*
==================
BotCheckAttack
==================
*/
void BotCheckAttack(bot_state_t *bs)
{
    float points, reactiontime, fov, firethrottle;
    int attackentity;
    bsp_trace_t bsptrace;
    //float selfpreservation;
    vec3_t forward, right, start, end, dir, angles;
    weaponinfo_t wi;
    bsp_trace_t trace;
    aas_entityinfo_t entinfo;
    vec3_t mins = {-8, -8, -8}, maxs = {8, 8, 8};

    attackentity = bs->enemy;
    //
    BotEntityInfo(attackentity, &entinfo);
    // if not attacking a player
    if (attackentity >= MAX_CLIENTS)
    {
    }
    //
    reactiontime = botlib_export->ai.Characteristic_BFloat(bs->character, CHARACTERISTIC_REACTIONTIME, 0, 1);
    if (bs->enemysight_time > FloatTime() - reactiontime) return;
    if (bs->teleport_time > FloatTime() - reactiontime) return;
    //if changing weapons
    if (bs->weaponchange_time > FloatTime() - 0.1) return;
    //check fire throttle characteristic
    if (bs->firethrottlewait_time > FloatTime()) return;
    firethrottle = botlib_export->ai.Characteristic_BFloat(bs->character, CHARACTERISTIC_FIRETHROTTLE, 0, 1);
    if (bs->firethrottleshoot_time < FloatTime())
    {
        if (random() > firethrottle)
        {
            bs->firethrottlewait_time = FloatTime() + firethrottle;
            bs->firethrottleshoot_time = 0;
        }
        else
        {
            bs->firethrottleshoot_time = FloatTime() + 1 - firethrottle;
            bs->firethrottlewait_time = 0;
        }
    }
    //
    //
    VectorSubtract(bs->aimtarget, bs->eye, dir);
    //
    if (bs->weaponnum == WP_MELEE)
    {
        if (VectorLengthSquared(dir) > Square(60))
        {
            return;
        }
    }
    if (VectorLengthSquared(dir) < Square(100))
        fov = 120;
    else
        fov = 50;
    //
    vectoangles(dir, angles);
    if (!InFieldOfVision(bs->viewangles, fov, angles))
        return;
    BotAI_Trace(&bsptrace, bs->eye, NULL, NULL, bs->aimtarget, bs->client, CONTENTS_SOLID|CONTENTS_PLAYERCLIP);
    if (bsptrace.fraction < 1 && bsptrace.ent != attackentity)
        return;

    //get the weapon info
    botlib_export->ai.BotGetWeaponInfo(bs->ws, bs->weaponnum, &wi);
    //get the start point shooting from
    VectorCopy(bs->origin, start);
    start[2] += bs->cur_ps.viewheight;
    AngleVectors(bs->viewangles, forward, right, NULL);
    start[0] += forward[0] * wi.offset[0] + right[0] * wi.offset[1];
    start[1] += forward[1] * wi.offset[0] + right[1] * wi.offset[1];
    start[2] += forward[2] * wi.offset[0] + right[2] * wi.offset[1] + wi.offset[2];
    //end point aiming at
    VectorMA(start, 1000, forward, end);
    //a little back to make sure not inside a very close enemy
    VectorMA(start, -12, forward, start);
    BotAI_Trace(&trace, start, mins, maxs, end, bs->entitynum, MASK_SHOT);
    //if the entity is a client
    if (trace.ent > 0 && trace.ent <= MAX_CLIENTS)
    {
        if (trace.ent != attackentity)
        {
            //if a teammate is hit
            if (BotSameTeam(bs, trace.ent))
                return;
        }
    }
    //if won't hit the enemy or not attacking a player (obelisk)
    if (trace.ent != attackentity || attackentity >= MAX_CLIENTS)
    {
        //if the projectile does radial damage
        if (wi.proj.damagetype & DAMAGETYPE_RADIAL)
        {
            if (trace.fraction * 1000 < wi.proj.radius)
            {
                points = (wi.proj.damage - 0.5 * trace.fraction * 1000) * 0.5;
                if (points > 0)
                {
                    return;
                }
            }
            //FIXME: check if a teammate gets radial damage
        }
    }
    //if fire has to be release to activate weapon
    if (wi.flags & WFL_FIRERELEASED)
    {
        if (bs->flags & BFL_ATTACKED)
        {
            botlib_export->ea.EA_Attack(bs->client);
        }
    }
    else
    {
        botlib_export->ea.EA_Attack(bs->client);
    }
    bs->flags ^= BFL_ATTACKED;
}

/*
==================
BotMapScripts
==================
*/
void BotMapScripts(bot_state_t *bs)
{
    char info[1024];
    char mapname[128];
    int i, shootbutton;
    float aim_accuracy;
    aas_entityinfo_t entinfo;
    vec3_t dir;

    SV_GetServerinfo(info, sizeof(info));

    strncpy(mapname, Info_ValueForKey( info, "mapname" ), sizeof(mapname)-1);
    mapname[sizeof(mapname)-1] = '\0';

    if (!Q_stricmp(mapname, "q3tourney6"))
    {
        vec3_t mins = {700, 204, 672}, maxs = {964, 468, 680};
        vec3_t buttonorg = {304, 352, 920};
        //NOTE: NEVER use the func_bobbing in q3tourney6
        bs->tfl &= ~TFL_FUNCBOB;
        //if the bot is below the bounding box
        if (bs->origin[0] > mins[0] && bs->origin[0] < maxs[0])
        {
            if (bs->origin[1] > mins[1] && bs->origin[1] < maxs[1])
            {
                if (bs->origin[2] < mins[2])
                {
                    return;
                }
            }
        }
        shootbutton = qfalse;
        //if an enemy is below this bounding box then shoot the button
        for (i = 0; i < maxclients && i < MAX_CLIENTS; i++)
        {

            if (i == bs->client) continue;
            //
            BotEntityInfo(i, &entinfo);
            //
            if (!entinfo.valid) continue;
            //if the enemy isn't dead and the enemy isn't the bot self
            if (EntityIsDead(&entinfo) || entinfo.number == bs->entitynum) continue;
            //
            if (entinfo.origin[0] > mins[0] && entinfo.origin[0] < maxs[0])
            {
                if (entinfo.origin[1] > mins[1] && entinfo.origin[1] < maxs[1])
                {
                    if (entinfo.origin[2] < mins[2])
                    {
                        //if there's a team mate below the crusher
                        if (BotSameTeam(bs, i))
                        {
                            shootbutton = qfalse;
                            break;
                        }
                        else
                        {
                            shootbutton = qtrue;
                        }
                    }
                }
            }
        }
        if (shootbutton)
        {
            bs->flags |= BFL_IDEALVIEWSET;
            VectorSubtract(buttonorg, bs->eye, dir);
            vectoangles(dir, bs->ideal_viewangles);
            aim_accuracy = botlib_export->ai.Characteristic_BFloat(bs->character, CHARACTERISTIC_AIM_ACCURACY, 0, 1);
            bs->ideal_viewangles[PITCH] += 8 * crandom() * (1 - aim_accuracy);
            bs->ideal_viewangles[PITCH] = AngleMod(bs->ideal_viewangles[PITCH]);
            bs->ideal_viewangles[YAW] += 8 * crandom() * (1 - aim_accuracy);
            bs->ideal_viewangles[YAW] = AngleMod(bs->ideal_viewangles[YAW]);
            //
            if (InFieldOfVision(bs->viewangles, 20, bs->ideal_viewangles))
            {
                botlib_export->ea.EA_Attack(bs->client);
            }
        }
    }
    else if (!Q_stricmp(mapname, "mpq3tourney6"))
    {
        //NOTE: NEVER use the func_bobbing in mpq3tourney6
        bs->tfl &= ~TFL_FUNCBOB;
    }
}

/*
==================
BotSetMovedir
==================
*/
// bk001205 - made these static
static vec3_t VEC_UP		= {0, -1,  0};
static vec3_t MOVEDIR_UP	= {0,  0,  1};
static vec3_t VEC_DOWN		= {0, -2,  0};
static vec3_t MOVEDIR_DOWN	= {0,  0, -1};

void BotSetMovedir(vec3_t angles, vec3_t movedir)
{
    if (VectorCompare(angles, VEC_UP))
    {
        VectorCopy(MOVEDIR_UP, movedir);
    }
    else if (VectorCompare(angles, VEC_DOWN))
    {
        VectorCopy(MOVEDIR_DOWN, movedir);
    }
    else
    {
        AngleVectors(angles, movedir, NULL, NULL);
    }
}

/*
==================
BotModelMinsMaxs
 
this is ugly
==================
*/
int BotModelMinsMaxs(int modelindex, int eType, int contents, vec3_t mins, vec3_t maxs)
{
    gentity_t    *ent;
    unsigned int i;

    ent = &g_entities[0];
    for (i = 0; i < level.num_entities; i++, ent++)
    {
        if ( !ent->inuse )
            continue;
        if ( eType && ent->s.eType != eType)
            continue;
        if ( contents && ent->r.contents != contents)
            continue;

        if (ent->s.modelindex == modelindex)
        {
            if (mins)
                VectorAdd(ent->r.currentOrigin, ent->r.mins, mins);
            if (maxs)
                VectorAdd(ent->r.currentOrigin, ent->r.maxs, maxs);
            return i;
        }
    }
    if (mins)
        VectorClear(mins);
    if (maxs)
        VectorClear(maxs);
    return 0;
}

/*
==================
BotFuncButtonGoal
==================
*/
int BotFuncButtonActivateGoal(bot_state_t *bs, int bspent, bot_activategoal_t *activategoal)
{
    int i, areas[10], numareas, modelindex, entitynum;
    char model[128];
    float lip, dist, health, angle;
    vec3_t size, start, end, mins, maxs, angles, points[10];
    vec3_t movedir, origin, goalorigin, bboxmins, bboxmaxs;
    vec3_t extramins = {1, 1, 1}, extramaxs = {-1, -1, -1};
    bsp_trace_t bsptrace;

    activategoal->shoot = qfalse;
    VectorClear(activategoal->target);
    //create a bot goal towards the button
    botlib_export->aas.AAS_ValueForBSPEpairKey(bspent, "model", model, sizeof(model));
    if (!*model)
        return qfalse;
    modelindex = atoi(model+1);
    if (!modelindex)
        return qfalse;
    VectorClear(angles);
    entitynum = BotModelMinsMaxs(modelindex, ET_MOVER, 0, mins, maxs);
    //get the lip of the button
    botlib_export->aas.AAS_FloatForBSPEpairKey(bspent, "lip", &lip);
    if (!lip) lip = 4;
    //get the move direction from the angle
    botlib_export->aas.AAS_FloatForBSPEpairKey(bspent, "angle", &angle);
    VectorSet(angles, 0, angle, 0);
    BotSetMovedir(angles, movedir);
    //button size
    VectorSubtract(maxs, mins, size);
    //button origin
    VectorAdd(mins, maxs, origin);
    VectorScale(origin, 0.5, origin);
    //touch distance of the button
    dist = fabs(movedir[0]) * size[0] + fabs(movedir[1]) * size[1] + fabs(movedir[2]) * size[2];
    dist *= 0.5;
    //
    botlib_export->aas.AAS_FloatForBSPEpairKey(bspent, "health", &health);
    //if the button is shootable
    if (health)
    {
        //calculate the shoot target
        VectorMA(origin, -dist, movedir, goalorigin);
        //
        VectorCopy(goalorigin, activategoal->target);
        activategoal->shoot = qtrue;
        //
        BotAI_Trace(&bsptrace, bs->eye, NULL, NULL, goalorigin, bs->entitynum, MASK_SHOT);
        // if the button is visible from the current position
        if (bsptrace.fraction >= 1.0 || bsptrace.ent == entitynum)
        {
            //
            activategoal->goal.entitynum = entitynum; //NOTE: this is the entity number of the shootable button
            activategoal->goal.number = 0;
            activategoal->goal.flags = 0;
            VectorCopy(bs->origin, activategoal->goal.origin);
            activategoal->goal.areanum = bs->areanum;
            VectorSet(activategoal->goal.mins, -8, -8, -8);
            VectorSet(activategoal->goal.maxs, 8, 8, 8);
            //
            return qtrue;
        }
        else
        {
            //create a goal from where the button is visible and shoot at the button from there
            //add bounding box size to the dist
            botlib_export->aas.AAS_PresenceTypeBoundingBox(PRESENCE_CROUCH, bboxmins, bboxmaxs);
            for (i = 0; i < 3; i++)
            {
                if (movedir[i] < 0) dist += fabs(movedir[i]) * fabs(bboxmaxs[i]);
                else dist += fabs(movedir[i]) * fabs(bboxmins[i]);
            }
            //calculate the goal origin
            VectorMA(origin, -dist, movedir, goalorigin);
            //
            VectorCopy(goalorigin, start);
            start[2] += 24;
            VectorCopy(start, end);
            end[2] -= 512;
            numareas = botlib_export->aas.AAS_TraceAreas(start, end, areas, points, 10);
            //
            for (i = numareas-1; i >= 0; i--)
            {
                if (botlib_export->aas.AAS_AreaReachability(areas[i]))
                {
                    break;
                }
            }
            if (i < 0)
            {
                // FIXME: trace forward and maybe in other directions to find a valid area
            }
            if (i >= 0)
            {
                //
                VectorCopy(points[i], activategoal->goal.origin);
                activategoal->goal.areanum = areas[i];
                VectorSet(activategoal->goal.mins, 8, 8, 8);
                VectorSet(activategoal->goal.maxs, -8, -8, -8);
                //
                for (i = 0; i < 3; i++)
                {
                    if (movedir[i] < 0) activategoal->goal.maxs[i] += fabs(movedir[i]) * fabs(extramaxs[i]);
                    else activategoal->goal.mins[i] += fabs(movedir[i]) * fabs(extramins[i]);
                } //end for
                //
                activategoal->goal.entitynum = entitynum;
                activategoal->goal.number = 0;
                activategoal->goal.flags = 0;
                return qtrue;
            }
        }
        return qfalse;
    }
    else
    {
        //add bounding box size to the dist
        botlib_export->aas.AAS_PresenceTypeBoundingBox(PRESENCE_CROUCH, bboxmins, bboxmaxs);
        for (i = 0; i < 3; i++)
        {
            if (movedir[i] < 0) dist += fabs(movedir[i]) * fabs(bboxmaxs[i]);
            else dist += fabs(movedir[i]) * fabs(bboxmins[i]);
        }
        //calculate the goal origin
        VectorMA(origin, -dist, movedir, goalorigin);
        //
        VectorCopy(goalorigin, start);
        start[2] += 24;
        VectorCopy(start, end);
        end[2] -= 100;
        numareas = botlib_export->aas.AAS_TraceAreas(start, end, areas, NULL, 10);
        //
        for (i = 0; i < numareas; i++)
        {
            if (botlib_export->aas.AAS_AreaReachability(areas[i]))
            {
                break;
            }
        }
        if (i < numareas)
        {
            //
            VectorCopy(origin, activategoal->goal.origin);
            activategoal->goal.areanum = areas[i];
            VectorSubtract(mins, origin, activategoal->goal.mins);
            VectorSubtract(maxs, origin, activategoal->goal.maxs);
            //
            for (i = 0; i < 3; i++)
            {
                if (movedir[i] < 0) activategoal->goal.maxs[i] += fabs(movedir[i]) * fabs(extramaxs[i]);
                else activategoal->goal.mins[i] += fabs(movedir[i]) * fabs(extramins[i]);
            } //end for
            //
            activategoal->goal.entitynum = entitynum;
            activategoal->goal.number = 0;
            activategoal->goal.flags = 0;
            return qtrue;
        }
    }
    return qfalse;
}

/*
==================
BotFuncDoorGoal
==================
*/
int BotFuncDoorActivateGoal(bot_state_t *bs, int bspent, bot_activategoal_t *activategoal)
{
    int modelindex, entitynum;
    char model[MAX_INFO_STRING];
    vec3_t mins, maxs, origin, angles;

    //shoot at the shootable door
    botlib_export->aas.AAS_ValueForBSPEpairKey(bspent, "model", model, sizeof(model));
    if (!*model)
        return qfalse;
    modelindex = atoi(model+1);
    if (!modelindex)
        return qfalse;
    VectorClear(angles);
    entitynum = BotModelMinsMaxs(modelindex, ET_MOVER, 0, mins, maxs);
    //door origin
    VectorAdd(mins, maxs, origin);
    VectorScale(origin, 0.5, origin);
    VectorCopy(origin, activategoal->target);
    activategoal->shoot = qtrue;
    //
    activategoal->goal.entitynum = entitynum; //NOTE: this is the entity number of the shootable door
    activategoal->goal.number = 0;
    activategoal->goal.flags = 0;
    VectorCopy(bs->origin, activategoal->goal.origin);
    activategoal->goal.areanum = bs->areanum;
    VectorSet(activategoal->goal.mins, -8, -8, -8);
    VectorSet(activategoal->goal.maxs, 8, 8, 8);
    return qtrue;
}

/*
==================
BotTriggerMultipleGoal
==================
*/
int BotTriggerMultipleActivateGoal(bot_state_t *bs, int bspent, bot_activategoal_t *activategoal)
{
    int i, areas[10], numareas, modelindex, entitynum;
    char model[128];
    vec3_t start, end, mins, maxs, angles;
    vec3_t origin, goalorigin;

    activategoal->shoot = qfalse;
    VectorClear(activategoal->target);
    //create a bot goal towards the trigger
    botlib_export->aas.AAS_ValueForBSPEpairKey(bspent, "model", model, sizeof(model));
    if (!*model)
        return qfalse;
    modelindex = atoi(model+1);
    if (!modelindex)
        return qfalse;
    VectorClear(angles);
    entitynum = BotModelMinsMaxs(modelindex, 0, CONTENTS_TRIGGER, mins, maxs);
    //trigger origin
    VectorAdd(mins, maxs, origin);
    VectorScale(origin, 0.5, origin);
    VectorCopy(origin, goalorigin);
    //
    VectorCopy(goalorigin, start);
    start[2] += 24;
    VectorCopy(start, end);
    end[2] -= 100;
    numareas = botlib_export->aas.AAS_TraceAreas(start, end, areas, NULL, 10);
    //
    for (i = 0; i < numareas; i++)
    {
        if (botlib_export->aas.AAS_AreaReachability(areas[i]))
        {
            break;
        }
    }
    if (i < numareas)
    {
        VectorCopy(origin, activategoal->goal.origin);
        activategoal->goal.areanum = areas[i];
        VectorSubtract(mins, origin, activategoal->goal.mins);
        VectorSubtract(maxs, origin, activategoal->goal.maxs);
        //
        activategoal->goal.entitynum = entitynum;
        activategoal->goal.number = 0;
        activategoal->goal.flags = 0;
        return qtrue;
    }
    return qfalse;
}

/*
==================
BotPopFromActivateGoalStack
==================
*/
int BotPopFromActivateGoalStack(bot_state_t *bs)
{
    if (!bs->activatestack)
        return qfalse;
    BotEnableActivateGoalAreas(bs->activatestack, qtrue);
    bs->activatestack->inuse = qfalse;
    bs->activatestack->justused_time = FloatTime();
    bs->activatestack = bs->activatestack->next;
    return qtrue;
}

/*
==================
BotPushOntoActivateGoalStack
==================
*/
int BotPushOntoActivateGoalStack(bot_state_t *bs, bot_activategoal_t *activategoal)
{
    int i, best;
    float besttime;

    best = -1;
    besttime = FloatTime() + 9999;
    //
    for (i = 0; i < MAX_ACTIVATESTACK; i++)
    {
        if (!bs->activategoalheap[i].inuse)
        {
            if (bs->activategoalheap[i].justused_time < besttime)
            {
                besttime = bs->activategoalheap[i].justused_time;
                best = i;
            }
        }
    }
    if (best != -1)
    {
        memcpy(&bs->activategoalheap[best], activategoal, sizeof(bot_activategoal_t));
        bs->activategoalheap[best].inuse = qtrue;
        bs->activategoalheap[best].next = bs->activatestack;
        bs->activatestack = &bs->activategoalheap[best];
        return qtrue;
    }
    return qfalse;
}

/*
==================
BotClearActivateGoalStack
==================
*/
void BotClearActivateGoalStack(bot_state_t *bs)
{
    while(bs->activatestack)
        BotPopFromActivateGoalStack(bs);
}

/*
==================
BotEnableActivateGoalAreas
==================
*/
void BotEnableActivateGoalAreas(bot_activategoal_t *activategoal, int enable)
{
    int i;

    if (activategoal->areasdisabled == !enable)
        return;
    for (i = 0; i < activategoal->numareas; i++)
        botlib_export->aas.AAS_EnableRoutingArea( activategoal->areas[i], enable );
    activategoal->areasdisabled = !enable;
}

/*
==================
BotIsGoingToActivateEntity
==================
*/
int BotIsGoingToActivateEntity(bot_state_t *bs, int entitynum)
{
    bot_activategoal_t *a;
    int i;

    for (a = bs->activatestack; a; a = a->next)
    {
        if (a->time < FloatTime())
            continue;
        if (a->goal.entitynum == entitynum)
            return qtrue;
    }
    for (i = 0; i < MAX_ACTIVATESTACK; i++)
    {
        if (bs->activategoalheap[i].inuse)
            continue;
        //
        if (bs->activategoalheap[i].goal.entitynum == entitynum)
        {
            // if the bot went for this goal less than 2 seconds ago
            if (bs->activategoalheap[i].justused_time > FloatTime() - 2)
                return qtrue;
        }
    }
    return qfalse;
}

/*
==================
BotGetActivateGoal
 
  returns the number of the bsp entity to activate
  goal->entitynum will be set to the game entity to activate
==================
*/
//#define OBSTACLEDEBUG

int BotGetActivateGoal(bot_state_t *bs, int entitynum, bot_activategoal_t *activategoal)
{
    int i, ent, cur_entities[10], spawnflags, modelindex, areas[MAX_ACTIVATEAREAS*2], numareas, t;
    char model[MAX_INFO_STRING], tmpmodel[128];
    char target[128], classname[128];
    float health;
    char targetname[10][128];
    aas_entityinfo_t entinfo;
    aas_areainfo_t areainfo;
    vec3_t origin, angles, absmins, absmaxs;

    memset(activategoal, 0, sizeof(bot_activategoal_t));
    BotEntityInfo(entitynum, &entinfo);
    Com_sprintf(model, sizeof( model ), "*%d", entinfo.modelindex);
    for (ent = botlib_export->aas.AAS_NextBSPEntity(0); ent; ent = botlib_export->aas.AAS_NextBSPEntity(ent))
    {
        if (!botlib_export->aas.AAS_ValueForBSPEpairKey(ent, "model", tmpmodel, sizeof(tmpmodel))) continue;
        if (!strcmp(model, tmpmodel)) break;
    }
    if (!ent)
    {
        BotAI_Print(PRT_ERROR, "BotGetActivateGoal: no entity found with model %s\n", model);
        return 0;
    }
    botlib_export->aas.AAS_ValueForBSPEpairKey(ent, "classname", classname, sizeof(classname));
    if (!classname)
    {
        BotAI_Print(PRT_ERROR, "BotGetActivateGoal: entity with model %s has no classname\n", model);
        return 0;
    }
    //if it is a door
    if (!strcmp(classname, "func_door"))
    {
        if (botlib_export->aas.AAS_FloatForBSPEpairKey(ent, "health", &health))
        {
            //if the door has health then the door must be shot to open
            if (health)
            {
                BotFuncDoorActivateGoal(bs, ent, activategoal);
                return ent;
            }
        }
        //
        botlib_export->aas.AAS_IntForBSPEpairKey(ent, "spawnflags", &spawnflags);
        // if the door starts open then just wait for the door to return
        if ( spawnflags & 1 )
            return 0;
        //get the door origin
        if (!botlib_export->aas.AAS_VectorForBSPEpairKey(ent, "origin", origin))
        {
            VectorClear(origin);
        }
        //if the door is open or opening already
        if (!VectorCompare(origin, entinfo.origin))
            return 0;
        // store all the areas the door is in
        botlib_export->aas.AAS_ValueForBSPEpairKey(ent, "model", model, sizeof(model));
        if (*model)
        {
            modelindex = atoi(model+1);
            if (modelindex)
            {
                VectorClear(angles);
                BotModelMinsMaxs(modelindex, ET_MOVER, 0, absmins, absmaxs);
                //
                numareas = botlib_export->aas.AAS_BBoxAreas(absmins, absmaxs, areas, MAX_ACTIVATEAREAS*2);
                // store the areas with reachabilities first
                for (i = 0; i < numareas; i++)
                {
                    if (activategoal->numareas >= MAX_ACTIVATEAREAS)
                        break;
                    if ( !botlib_export->aas.AAS_AreaReachability(areas[i]) )
                    {
                        continue;
                    }
                    botlib_export->aas.AAS_AreaInfo(areas[i], &areainfo);
                    if (areainfo.contents & AREACONTENTS_MOVER)
                    {
                        activategoal->areas[activategoal->numareas++] = areas[i];
                    }
                }
                // store any remaining areas
                for (i = 0; i < numareas; i++)
                {
                    if (activategoal->numareas >= MAX_ACTIVATEAREAS)
                        break;
                    if ( botlib_export->aas.AAS_AreaReachability(areas[i]) )
                    {
                        continue;
                    }
                    botlib_export->aas.AAS_AreaInfo(areas[i], &areainfo);
                    if (areainfo.contents & AREACONTENTS_MOVER)
                    {
                        activategoal->areas[activategoal->numareas++] = areas[i];
                    }
                }
            }
        }
    }
    // if the bot is blocked by or standing on top of a button
    if (!strcmp(classname, "func_button"))
    {
        return 0;
    }
    // get the targetname so we can find an entity with a matching target
    if (!botlib_export->aas.AAS_ValueForBSPEpairKey(ent, "targetname", targetname[0], sizeof(targetname[0])))
    {
        if (bot_developer->integer)
        {
            BotAI_Print(PRT_ERROR, "BotGetActivateGoal: entity with model \"%s\" has no targetname\n", model);
        }
        return 0;
    }
    // allow tree-like activation
    cur_entities[0] = botlib_export->aas.AAS_NextBSPEntity(0);
    for (i = 0; i >= 0 && i < 10;)
    {
        for (ent = cur_entities[i]; ent; ent = botlib_export->aas.AAS_NextBSPEntity(ent))
        {
            if (!botlib_export->aas.AAS_ValueForBSPEpairKey(ent, "target", target, sizeof(target))) continue;
            if (!strcmp(targetname[i], target))
            {
                cur_entities[i] = botlib_export->aas.AAS_NextBSPEntity(ent);
                break;
            }
        }
        if (!ent)
        {
            if (bot_developer->integer)
            {
                BotAI_Print(PRT_ERROR, "BotGetActivateGoal: no entity with target \"%s\"\n", targetname[i]);
            }
            i--;
            continue;
        }
        if (!botlib_export->aas.AAS_ValueForBSPEpairKey(ent, "classname", classname, sizeof(classname)))
        {
            if (bot_developer->integer)
            {
                BotAI_Print(PRT_ERROR, "BotGetActivateGoal: entity with target \"%s\" has no classname\n", targetname[i]);
            }
            continue;
        }
        // BSP button model
        if (!strcmp(classname, "func_button"))
        {
            //
            if (!BotFuncButtonActivateGoal(bs, ent, activategoal))
                continue;
            // if the bot tries to activate this button already
            if ( bs->activatestack && bs->activatestack->inuse &&
                    bs->activatestack->goal.entitynum == activategoal->goal.entitynum &&
                    bs->activatestack->time > FloatTime() &&
                    bs->activatestack->start_time < FloatTime() - 2)
                continue;
            // if the bot is in a reachability area
            if ( botlib_export->aas.AAS_AreaReachability(bs->areanum) )
            {
                // disable all areas the blocking entity is in
                BotEnableActivateGoalAreas( activategoal, qfalse );
                //
                t = botlib_export->aas.AAS_AreaTravelTimeToGoalArea(bs->areanum, bs->origin, activategoal->goal.areanum, bs->tfl);
                // if the button is not reachable
                if (!t)
                {
                    continue;
                }
                activategoal->time = FloatTime() + t * 0.01 + 5;
            }
            return ent;
        }
        // invisible trigger multiple box
        else if (!strcmp(classname, "trigger_multiple"))
        {
            //
            if (!BotTriggerMultipleActivateGoal(bs, ent, activategoal))
                continue;
            // if the bot tries to activate this trigger already
            if ( bs->activatestack && bs->activatestack->inuse &&
                    bs->activatestack->goal.entitynum == activategoal->goal.entitynum &&
                    bs->activatestack->time > FloatTime() &&
                    bs->activatestack->start_time < FloatTime() - 2)
                continue;
            // if the bot is in a reachability area
            if ( botlib_export->aas.AAS_AreaReachability(bs->areanum) )
            {
                // disable all areas the blocking entity is in
                BotEnableActivateGoalAreas( activategoal, qfalse );
                //
                t = botlib_export->aas.AAS_AreaTravelTimeToGoalArea(bs->areanum, bs->origin, activategoal->goal.areanum, bs->tfl);
                // if the trigger is not reachable
                if (!t)
                {
                    continue;
                }
                activategoal->time = FloatTime() + t * 0.01 + 5;
            }
            return ent;
        }
        else if (!strcmp(classname, "func_timer"))
        {
            // just skip the func_timer
            continue;
        }
        // the actual button or trigger might be linked through a target_relay or target_delay
        else if (!strcmp(classname, "target_relay") || !strcmp(classname, "target_delay"))
        {
            if (botlib_export->aas.AAS_ValueForBSPEpairKey(ent, "targetname", targetname[i+1], sizeof(targetname[0])))
            {
                i++;
                cur_entities[i] = botlib_export->aas.AAS_NextBSPEntity(0);
            }
        }
    }
#ifdef OBSTACLEDEBUG
    BotAI_Print(PRT_ERROR, "BotGetActivateGoal: no valid activator for entity with target \"%s\"\n", targetname[0]);
#endif
    return 0;
}

/*
==================
BotGoForActivateGoal
==================
*/
int BotGoForActivateGoal(bot_state_t *bs, bot_activategoal_t *activategoal)
{
    aas_entityinfo_t activateinfo;

    activategoal->inuse = qtrue;
    if (!activategoal->time)
        activategoal->time = FloatTime() + 10;
    activategoal->start_time = FloatTime();
    BotEntityInfo(activategoal->goal.entitynum, &activateinfo);
    VectorCopy(activateinfo.origin, activategoal->origin);
    //
    if (BotPushOntoActivateGoalStack(bs, activategoal))
    {
        // enter the activate entity AI node
        AIEnter_Seek_ActivateEntity(bs, "BotGoForActivateGoal");
        return qtrue;
    }
    else
    {
        // enable any routing areas that were disabled
        BotEnableActivateGoalAreas(activategoal, qtrue);
        return qfalse;
    }
}

/*
==================
BotPrintActivateGoalInfo
==================
*/
void BotPrintActivateGoalInfo(bot_state_t *bs, bot_activategoal_t *activategoal, int bspent)
{
    char netname[MAX_NETNAME];
    char classname[128];
    char buf[128];

    ClientName(bs->client, netname, sizeof(netname));
    botlib_export->aas.AAS_ValueForBSPEpairKey(bspent, "classname", classname, sizeof(classname));
    if (activategoal->shoot)
    {
        Com_sprintf(buf, sizeof(buf), "%s: I have to shoot at a %s from %1.1f %1.1f %1.1f in area %d\n",
                    netname, classname,
                    activategoal->goal.origin[0],
                    activategoal->goal.origin[1],
                    activategoal->goal.origin[2],
                    activategoal->goal.areanum);
    }
    else
    {
        Com_sprintf(buf, sizeof(buf), "%s: I have to activate a %s at %1.1f %1.1f %1.1f in area %d\n",
                    netname, classname,
                    activategoal->goal.origin[0],
                    activategoal->goal.origin[1],
                    activategoal->goal.origin[2],
                    activategoal->goal.areanum);
    }
    botlib_export->ea.EA_Say(bs->client, buf);
}

/*
==================
BotRandomMove
==================
*/
void BotRandomMove(bot_state_t *bs, bot_moveresult_t *moveresult)
{
    vec3_t dir, angles;

    angles[0] = 0;
    angles[1] = random() * 360;
    angles[2] = 0;
    AngleVectors(angles, dir, NULL, NULL);

    botlib_export->ai.BotMoveInDirection(bs->ms, dir, 400, MOVE_WALK);

    moveresult->failure = qfalse;
    VectorCopy(dir, moveresult->movedir);
}

/*
==================
BotAIBlocked
 
Very basic handling of bots being blocked by other entities.
Check what kind of entity is blocking the bot and try to activate
it. If that's not an option then try to walk around or over the entity.
Before the bot ends in this part of the AI it should predict which doors to
open, which buttons to activate etc.
==================
*/
void BotAIBlocked(bot_state_t *bs, bot_moveresult_t *moveresult, int activate)
{
    int movetype, bspent;
    vec3_t hordir, start, end, mins, maxs, sideward, angles, up = {0, 0, 1};
    aas_entityinfo_t entinfo;
    bot_activategoal_t activategoal;

    // if the bot is not blocked by anything
    if (!moveresult->blocked)
    {
        bs->notblocked_time = FloatTime();
        return;
    }
    // if stuck in a solid area
    if ( moveresult->type == RESULTTYPE_INSOLIDAREA )
    {
        // move in a random direction in the hope to get out
        BotRandomMove(bs, moveresult);
        //
        return;
    }
    // get info for the entity that is blocking the bot
    BotEntityInfo(moveresult->blockentity, &entinfo);
#ifdef OBSTACLEDEBUG
    ClientName(bs->client, netname, sizeof(netname));
    BotAI_Print(PRT_MESSAGE, "%s: I'm blocked by model %d\n", netname, entinfo.modelindex);
#endif // OBSTACLEDEBUG
    // if blocked by a bsp model and the bot wants to activate it
    if (activate && entinfo.modelindex > 0 && entinfo.modelindex <= max_bspmodelindex)
    {
        // find the bsp entity which should be activated in order to get the blocking entity out of the way
        bspent = BotGetActivateGoal(bs, entinfo.number, &activategoal);
        if (bspent)
        {
            //
            if (bs->activatestack && !bs->activatestack->inuse)
                bs->activatestack = NULL;
            // if not already trying to activate this entity
            if (!BotIsGoingToActivateEntity(bs, activategoal.goal.entitynum))
            {
                //
                BotGoForActivateGoal(bs, &activategoal);
            }
            // if ontop of an obstacle or
            // if the bot is not in a reachability area it'll still
            // need some dynamic obstacle avoidance, otherwise return
            if (!(moveresult->flags & MOVERESULT_ONTOPOFOBSTACLE) &&
                    botlib_export->aas.AAS_AreaReachability(bs->areanum))
                return;
        }
        else
        {
            // enable any routing areas that were disabled
            BotEnableActivateGoalAreas(&activategoal, qtrue);
        }
    }
    // just some basic dynamic obstacle avoidance code
    hordir[0] = moveresult->movedir[0];
    hordir[1] = moveresult->movedir[1];
    hordir[2] = 0;
    // if no direction just take a random direction
    if (VectorNormalize(hordir) < 0.1)
    {
        VectorSet(angles, 0, 360 * random(), 0);
        AngleVectors(angles, hordir, NULL, NULL);
    }
    //
    //if (moveresult->flags & MOVERESULT_ONTOPOFOBSTACLE) movetype = MOVE_JUMP;
    //else
    movetype = MOVE_WALK;
    // if there's an obstacle at the bot's feet and head then
    // the bot might be able to crouch through
    VectorCopy(bs->origin, start);
    start[2] += 18;
    VectorMA(start, 5, hordir, end);
    VectorSet(mins, -16, -16, -24);
    VectorSet(maxs, 16, 16, 4);
    //
    //bsptrace = AAS_Trace(start, mins, maxs, end, bs->entitynum, MASK_PLAYERSOLID);
    //if (bsptrace.fraction >= 1) movetype = MOVE_CROUCH;
    // get the sideward vector
    CrossProduct(hordir, up, sideward);
    //
    if (bs->flags & BFL_AVOIDRIGHT) VectorNegate(sideward, sideward);
    // try to crouch straight forward?
    if (movetype != MOVE_CROUCH || !botlib_export->ai.BotMoveInDirection(bs->ms, hordir, 400, movetype))
    {
        // perform the movement
        if (!botlib_export->ai.BotMoveInDirection(bs->ms, sideward, 400, movetype))
        {
            // flip the avoid direction flag
            bs->flags ^= BFL_AVOIDRIGHT;
            // flip the direction
            // VectorNegate(sideward, sideward);
            VectorMA(sideward, -1, hordir, sideward);
            // move in the other direction
            botlib_export->ai.BotMoveInDirection(bs->ms, sideward, 400, movetype);
        }
    }
    //
    if (bs->notblocked_time < FloatTime() - 0.4)
    {
        // just reset goals and hope the bot will go into another direction?
        // is this still needed??
        if (bs->ainode == AINode_Seek_NBG) bs->nbg_time = 0;
        else if (bs->ainode == AINode_Seek_LTG) bs->ltg_time = 0;
    }
}

/*
==================
BotAIPredictObstacles
 
Predict the route towards the goal and check if the bot
will be blocked by certain obstacles. When the bot has obstacles
on it's path the bot should figure out if they can be removed
by activating certain entities.
==================
*/
int BotAIPredictObstacles(bot_state_t *bs, bot_goal_t *goal)
{
    int modelnum, entitynum, bspent;
    bot_activategoal_t activategoal;
    aas_predictroute_t route;

    if (!bot_predictobstacles->integer)
        return qfalse;

    // always predict when the goal change or at regular intervals
    if (bs->predictobstacles_goalareanum == goal->areanum &&
            bs->predictobstacles_time > FloatTime() - 6)
    {
        return qfalse;
    }
    bs->predictobstacles_goalareanum = goal->areanum;
    bs->predictobstacles_time = FloatTime();

    // predict at most 100 areas or 10 seconds ahead
    botlib_export->aas.AAS_PredictRoute(&route, bs->areanum, bs->origin,
                                        goal->areanum, bs->tfl, 100, 1000,
                                        RSE_USETRAVELTYPE|RSE_ENTERCONTENTS,
                                        AREACONTENTS_MOVER, TFL_BRIDGE, 0);
    // if bot has to travel through an area with a mover
    if (route.stopevent & RSE_ENTERCONTENTS)
    {
        // if the bot will run into a mover
        if (route.endcontents & AREACONTENTS_MOVER)
        {
            //NOTE: this only works with bspc 2.1 or higher
            modelnum = (route.endcontents & AREACONTENTS_MODELNUM) >> AREACONTENTS_MODELNUMSHIFT;
            if (modelnum)
            {
                //
                entitynum = BotModelMinsMaxs(modelnum, ET_MOVER, 0, NULL, NULL);
                if (entitynum)
                {
                    //NOTE: BotGetActivateGoal already checks if the door is open or not
                    bspent = BotGetActivateGoal(bs, entitynum, &activategoal);
                    if (bspent)
                    {
                        //
                        if (bs->activatestack && !bs->activatestack->inuse)
                            bs->activatestack = NULL;
                        // if not already trying to activate this entity
                        if (!BotIsGoingToActivateEntity(bs, activategoal.goal.entitynum))
                        {
                            //
                            //BotAI_Print(PRT_MESSAGE, "blocked by mover model %d, entity %d ?\n", modelnum, entitynum);
                            //
                            BotGoForActivateGoal(bs, &activategoal);
                            return qtrue;
                        }
                        else
                        {
                            // enable any routing areas that were disabled
                            BotEnableActivateGoalAreas(&activategoal, qtrue);
                        }
                    }
                }
            }
        }
    }
    else if (route.stopevent & RSE_USETRAVELTYPE)
    {
        if (route.endtravelflags & TFL_BRIDGE)
        {
            //FIXME: check if the bridge is available to travel over
        }
    }
    return qfalse;
}

/*
==================
BotCheckConsoleMessages
==================
*/
void BotCheckConsoleMessages(bot_state_t *bs)
{
    char botname[MAX_NETNAME], message[MAX_MESSAGE_SIZE], netname[MAX_NETNAME], *ptr;
    float chat_reply;
    int context, handle;
    bot_consolemessage_t m;
    bot_match_t match;

    //the name of this bot
    ClientName(bs->client, botname, sizeof(botname));
    //
    while((handle = botlib_export->ai.BotNextConsoleMessage(bs->cs, &m)) != 0)
    {
        //if the chat state is flooded with messages the bot will read them quickly
        if (botlib_export->ai.BotNumConsoleMessages(bs->cs) < 10)
        {
            //if it is a chat message the bot needs some time to read it
            if (m.type == CMS_CHAT && m.time > FloatTime() - (1 + random())) break;
        }
        //
        ptr = m.message;
        //if it is a chat message then don't unify white spaces and don't
        //replace synonyms in the netname
        if (m.type == CMS_CHAT)
        {
            //
            if (botlib_export->ai.BotFindMatch(m.message, &match, MTCONTEXT_REPLYCHAT))
            {
                ptr = m.message + match.variables[MESSAGE].offset;
            }
        }
        //unify the white spaces in the message
        botlib_export->ai.UnifyWhiteSpaces(ptr);
        //replace synonyms in the right context
        context = BotSynonymContext(bs);
        botlib_export->ai.BotReplaceSynonyms(ptr, context);
        //if there's no match
        if (!BotMatchMessage(bs, m.message))
        {
            //if it is a chat message
            if (m.type == CMS_CHAT && !bot_nochat->integer)
            {
                //
                if (!botlib_export->ai.BotFindMatch(m.message, &match, MTCONTEXT_REPLYCHAT))
                {
                    botlib_export->ai.BotRemoveConsoleMessage(bs->cs, handle);
                    continue;
                }
                //don't use eliza chats with team messages
                if (match.subtype & ST_TEAM)
                {
                    botlib_export->ai.BotRemoveConsoleMessage(bs->cs, handle);
                    continue;
                }
                //
                botlib_export->ai.BotMatchVariable(&match, NETNAME, netname, sizeof(netname));
                botlib_export->ai.BotMatchVariable(&match, MESSAGE, message, sizeof(message));
                //if this is a message from the bot self
                if (bs->client == ClientFromName(netname))
                {
                    botlib_export->ai.BotRemoveConsoleMessage(bs->cs, handle);
                    continue;
                }
                //unify the message
                botlib_export->ai.UnifyWhiteSpaces(message);
                //
                if (bot_testrchat->integer)
                {
                    //
                    botlib_export->BotLibVarSet("bot_testrchat", "1");
                    //if bot replies with a chat message
                    if (botlib_export->ai.BotReplyChat(bs->cs, message, context, CONTEXT_REPLY,
                                                       NULL, NULL,
                                                       NULL, NULL,
                                                       NULL, NULL,
                                                       botname, netname))
                    {
                        BotAI_Print(PRT_MESSAGE, "------------------------\n");
                    }
                    else
                    {
                        BotAI_Print(PRT_MESSAGE, "**** no valid reply ****\n");
                    }
                }
                //if at a valid chat position and not chatting already and not in teamplay
                else if (bs->ainode != AINode_Stand && BotValidChatPosition(bs) && !TeamPlayIsOn())
                {
                    chat_reply = botlib_export->ai.Characteristic_BFloat(bs->character, CHARACTERISTIC_CHAT_REPLY, 0, 1);
                    if (random() < 1.5 / (NumBots()+1) && random() < chat_reply)
                    {
                        //if bot replies with a chat message
                        if (botlib_export->ai.BotReplyChat(bs->cs, message, context, CONTEXT_REPLY,
                                                           NULL, NULL,
                                                           NULL, NULL,
                                                           NULL, NULL,
                                                           botname, netname))
                        {
                            //remove the console message
                            botlib_export->ai.BotRemoveConsoleMessage(bs->cs, handle);
                            bs->stand_time = FloatTime() + BotChatTime(bs);
                            AIEnter_Stand(bs, "BotCheckConsoleMessages: reply chat");
                            //EA_Say(bs->client, bs->cs.chatmessage);
                            break;
                        }
                    }
                }
            }
        }
        //remove the console message
        botlib_export->ai.BotRemoveConsoleMessage(bs->cs, handle);
    }
}

/*
==================
BotCheckEvents
==================
*/
void BotCheckForGrenades(bot_state_t *bs, entityState_t *state)
{
    // if this is not a grenade
    //    if (state->eType != ET_MISSILE || state->weapon != WP_GRENADE_LAUNCHER)
    return;
    // try to avoid the grenade
    //    botlib_export->ai.BotAddAvoidSpot(bs->ms, state->pos.trBase, 160, AVOID_ALWAYS);
}

/*
==================
BotCheckEvents
==================
*/
void BotCheckEvents(bot_state_t *bs, entityState_t *state)
{
    int event;
    char buf[128];

    //NOTE: this sucks, we're accessing the gentity_t directly
    //but there's no other fast way to do it right now
    if (bs->entityeventTime[state->number] == g_entities[state->number].eventTime)
    {
        return;
    }
    bs->entityeventTime[state->number] = g_entities[state->number].eventTime;
    //if it's an event only entity
    if (state->eType > ET_EVENTS)
    {
        event = (state->eType - ET_EVENTS) & ~EV_EVENT_BITS;
    }
    else
    {
        event = state->event & ~EV_EVENT_BITS;
    }
    //
    switch(event)
    {
        //client obituary event
    case EV_OBITUARY:
        {
            int target, attacker, mod;

            target = state->otherEntityNum;
            attacker = state->otherEntityNum2;
            mod = state->eventParm;
            //
            if (target == bs->client)
            {
                bs->botdeathtype = mod;
                bs->lastkilledby = attacker;
                //
                if (target == attacker ||
                        target == ENTITYNUM_NONE ||
                        target == ENTITYNUM_WORLD) bs->botsuicide = qtrue;
                else bs->botsuicide = qfalse;
                //
                bs->num_deaths++;
            }
            //else if this client was killed by the bot
            else if (attacker == bs->client)
            {
                bs->enemydeathtype = mod;
                bs->lastkilledplayer = target;
                bs->killedenemy_time = FloatTime();
                //
                bs->num_kills++;
            }
            else if (attacker == bs->enemy && target == attacker)
            {
                bs->enemysuicide = qtrue;
            }
            //
            break;
        }
    case EV_GLOBAL_SOUND:
        {
            if (state->eventParm < 0 || state->eventParm > MAX_SOUNDS)
            {
                BotAI_Print(PRT_ERROR, "EV_GLOBAL_SOUND: eventParm (%d) out of range\n", state->eventParm);
                break;
            }
            SV_GetConfigstring(CS_SOUNDS + state->eventParm, buf, sizeof(buf));
            /*
            if (!strcmp(buf, "sound/teamplay/flagret_red.wav")) {
            	//red flag is returned
            	bs->redflagstatus = 0;
            	bs->flagstatuschanged = qtrue;
            }
            else if (!strcmp(buf, "sound/teamplay/flagret_blu.wav")) {
            	//blue flag is returned
            	bs->blueflagstatus = 0;
            	bs->flagstatuschanged = qtrue;
            }
            else*/
            if (!strcmp(buf, "sound/items/poweruprespawn.wav"))
            {
                //powerup respawned... go get it
                BotGoForPowerups(bs);
            }
            break;
        }
    case EV_GLOBAL_TEAM_SOUND:
        {
            if (gametype == GT_CTF)
            {
                switch(state->eventParm)
                {
                case GTS_RED_CAPTURE:
                    bs->blueflagstatus = 0;
                    bs->redflagstatus = 0;
                    bs->flagstatuschanged = qtrue;
                    break; //see BotMatch_CTF
                case GTS_BLUE_CAPTURE:
                    bs->blueflagstatus = 0;
                    bs->redflagstatus = 0;
                    bs->flagstatuschanged = qtrue;
                    break; //see BotMatch_CTF
                case GTS_RED_RETURN:
                    //blue flag is returned
                    bs->blueflagstatus = 0;
                    bs->flagstatuschanged = qtrue;
                    break;
                case GTS_BLUE_RETURN:
                    //red flag is returned
                    bs->redflagstatus = 0;
                    bs->flagstatuschanged = qtrue;
                    break;
                case GTS_RED_TAKEN:
                    //blue flag is taken
                    bs->blueflagstatus = 1;
                    bs->flagstatuschanged = qtrue;
                    break; //see BotMatch_CTF
                case GTS_BLUE_TAKEN:
                    //red flag is taken
                    bs->redflagstatus = 1;
                    bs->flagstatuschanged = qtrue;
                    break; //see BotMatch_CTF
                }
            }
            break;
        }
    case EV_PLAYER_TELEPORT_IN:
        {
            VectorCopy(state->origin, lastteleport_origin);
            lastteleport_time = FloatTime();
            break;
        }
    case EV_GENERAL_SOUND:
        {
            //if this sound is played on the bot
            if (state->number == bs->client)
            {
                if (state->eventParm < 0 || state->eventParm > MAX_SOUNDS)
                {
                    BotAI_Print(PRT_ERROR, "EV_GENERAL_SOUND: eventParm (%d) out of range\n", state->eventParm);
                    break;
                }
                //check out the sound
                SV_GetConfigstring(CS_SOUNDS + state->eventParm, buf, sizeof(buf));
                //if falling into a death pit
                if (!strcmp(buf, "*falling1.wav"))
                {
                    //if the bot has a personal teleporter
                    if (bs->inventory[INVENTORY_TELEPORTER] > 0)
                    {
                        //use the holdable item
                        botlib_export->ea.EA_Use(bs->client);
                    }
                }
            }
            break;
        }
    case EV_FOOTSTEP:
    case EV_FOOTSTEP_METAL:
    case EV_FOOTSPLASH:
    case EV_FOOTWADE:
    case EV_SWIM:
    case EV_FALL_SHORT:
    case EV_FALL_MEDIUM:
    case EV_FALL_FAR:
    case EV_STEP_4:
    case EV_STEP_8:
    case EV_STEP_12:
    case EV_STEP_16:
    case EV_JUMP_PAD:
    case EV_JUMP:
    case EV_TAUNT:
    case EV_WATER_TOUCH:
    case EV_WATER_LEAVE:
    case EV_WATER_UNDER:
    case EV_WATER_CLEAR:
    case EV_ITEM_PICKUP:
    case EV_GLOBAL_ITEM_PICKUP:
    case EV_NOAMMO:
    case EV_CHANGE_WEAPON:
    case EV_FIRE_WEAPON:
    case EV_FIRE_ALTERNATE:
        //FIXME: either add to sound queue or mark player as someone making noise
        break;
    case EV_USE_ITEM0:
    case EV_USE_ITEM1:
    case EV_USE_ITEM2:
    case EV_USE_ITEM3:
    case EV_USE_ITEM4:
    case EV_USE_ITEM5:
    case EV_USE_ITEM6:
    case EV_USE_ITEM7:
    case EV_USE_ITEM8:
    case EV_USE_ITEM9:
    case EV_USE_ITEM10:
    case EV_USE_ITEM11:
    case EV_USE_ITEM12:
    case EV_USE_ITEM13:
    case EV_USE_ITEM14:
        break;
    }
}

/*
==================
BotCheckSnapshot
==================
*/
void BotCheckSnapshot(bot_state_t *bs)
{
    int ent;
    entityState_t state;

    //remove all avoid spots
    botlib_export->ai.BotAddAvoidSpot(bs->ms, vec3_origin, 0, AVOID_CLEAR);
    //reset kamikaze body
    bs->kamikazebody = 0;
    //reset number of proxmines
    bs->numproxmines = 0;
    //
    ent = 0;
    while( ( ent = BotAI_GetSnapshotEntity( bs->client, ent, &state ) ) != -1 )
    {
        //check the entity state for events
        BotCheckEvents(bs, &state);
        //check for grenades the bot should avoid
        BotCheckForGrenades(bs, &state);
        //
    }
    //check the player state for events
    BotAI_GetEntityState(bs->client, &state);
    //copy the player state events to the entity state
    state.event = bs->cur_ps.externalEvent;
    state.eventParm = bs->cur_ps.externalEventParm;
    //
    BotCheckEvents(bs, &state);
}

/*
==================
BotCheckAir
==================
*/
void BotCheckAir(bot_state_t *bs)
{
    if (bs->inventory[INVENTORY_ENVIRONMENTSUIT] <= 0)
    {
        if (botlib_export->aas.AAS_PointContents(bs->eye) & (CONTENTS_WATER|CONTENTS_SLIME|CONTENTS_LAVA))
        {
            return;
        }
    }
    bs->lastair_time = FloatTime();
}

/*
==================
BotAlternateRoute
==================
*/
bot_goal_t *BotAlternateRoute(bot_state_t *bs, bot_goal_t *goal)
{
    int t;

    // if the bot has an alternative route goal
    if (bs->altroutegoal.areanum)
    {
        //
        if (bs->reachedaltroutegoal_time)
            return goal;
        // travel time towards alternative route goal
        t = botlib_export->aas.AAS_AreaTravelTimeToGoalArea(bs->areanum, bs->origin, bs->altroutegoal.areanum, bs->tfl);
        if (t && t < 20)
        {
            //BotAI_Print(PRT_MESSAGE, "reached alternate route goal\n");
            bs->reachedaltroutegoal_time = FloatTime();
        }
        memcpy(goal, &bs->altroutegoal, sizeof(bot_goal_t));
        return &bs->altroutegoal;
    }
    return goal;
}

/*
==================
BotGetAlternateRouteGoal
==================
*/
int BotGetAlternateRouteGoal(bot_state_t *bs, int base)
{
    aas_altroutegoal_t *altroutegoals;
    bot_goal_t *goal;
    int numaltroutegoals, rnd;

    if (base == TEAM_RED)
    {
        altroutegoals = red_altroutegoals;
        numaltroutegoals = red_numaltroutegoals;
    }
    else
    {
        altroutegoals = blue_altroutegoals;
        numaltroutegoals = blue_numaltroutegoals;
    }
    if (!numaltroutegoals)
        return qfalse;
    rnd = (int) random() * numaltroutegoals;
    if (rnd >= numaltroutegoals)
        rnd = numaltroutegoals-1;
    goal = &bs->altroutegoal;
    goal->areanum = altroutegoals[rnd].areanum;
    VectorCopy(altroutegoals[rnd].origin, goal->origin);
    VectorSet(goal->mins, -8, -8, -8);
    VectorSet(goal->maxs, 8, 8, 8);
    goal->entitynum = 0;
    goal->iteminfo = 0;
    goal->number = 0;
    goal->flags = 0;
    //
    bs->reachedaltroutegoal_time = 0;
    return qtrue;
}

/*
==================
BotSetupAlternateRouteGoals
==================
*/
void BotSetupAlternativeRouteGoals(void)
{

    if (altroutegoals_setup)
        return;
    altroutegoals_setup = qtrue;
}

/*
==================
BotDeathmatchAI
==================
*/
void BotDeathmatchAI(bot_state_t *bs, float thinktime)
{
    char gender[144], name[144], buf[144];
    char userinfo[MAX_INFO_STRING];
    int i;

    //if the bot has just been setup
    if (bs->setupcount > 0)
    {
        bs->setupcount--;
        if (bs->setupcount > 0) return;
        //get the gender characteristic
        botlib_export->ai.Characteristic_String(bs->character, CHARACTERISTIC_GENDER, gender, sizeof(gender));
        //set the bot gender
        SV_GetUserinfo(bs->client, userinfo, sizeof(userinfo));
        Info_SetValueForKey(userinfo, "sex", gender);
        SV_SetUserinfo(bs->client, userinfo);
        //set the team
        if ( !bs->map_restart && g_gametype->integer != GT_TOURNAMENT )
        {
            Com_sprintf(buf, sizeof(buf), "team %s", bs->settings.team);
            botlib_export->ea.EA_Command(bs->client, buf);
        }
        //set the chat gender
        if (gender[0] == 'm') botlib_export->ai.BotSetChatGender(bs->cs, CHAT_GENDERMALE);
        else if (gender[0] == 'f')  botlib_export->ai.BotSetChatGender(bs->cs, CHAT_GENDERFEMALE);
        else  botlib_export->ai.BotSetChatGender(bs->cs, CHAT_GENDERLESS);
        //set the chat name
        ClientName(bs->client, name, sizeof(name));
        botlib_export->ai.BotSetChatName(bs->cs, name, bs->client);
        //
        bs->lastframe_health = bs->inventory[INVENTORY_HEALTH];
        bs->lasthitcount = bs->cur_ps.persistant[PERS_HITS];
        //
        bs->setupcount = 0;
        //
        BotSetupAlternativeRouteGoals();
    }
    //no ideal view set
    bs->flags &= ~BFL_IDEALVIEWSET;
    //
    if (!BotIntermission(bs))
    {
        //set the teleport time
        BotSetTeleportTime(bs);
        //update some inventory values
        BotUpdateInventory(bs);
        //check out the snapshot
        BotCheckSnapshot(bs);
        //check for air
        BotCheckAir(bs);
    }
    //check the console messages
    BotCheckConsoleMessages(bs);
    //if not in the intermission and not in observer mode
    if (!BotIntermission(bs) && !BotIsObserver(bs))
    {
        //do team AI
        BotTeamAI(bs);
    }
    //if the bot has no ai node
    if (!bs->ainode)
    {
        AIEnter_Seek_LTG(bs, "BotDeathmatchAI: no ai node");
    }
    //if the bot entered the game less than 8 seconds ago
    if (!bs->entergamechat && bs->entergame_time > FloatTime() - 8)
    {
        if (BotChat_EnterGame(bs))
        {
            bs->stand_time = FloatTime() + BotChatTime(bs);
            AIEnter_Stand(bs, "BotDeathmatchAI: chat enter game");
        }
        bs->entergamechat = qtrue;
    }
    //reset the node switches from the previous frame
    BotResetNodeSwitches();
    //execute AI nodes
    for (i = 0; i < MAX_NODESWITCHES; i++)
    {
        if (bs->ainode(bs)) break;
    }
    //if the bot removed itself :)
    if (!bs->inuse) return;
    //if the bot executed too many AI nodes
    if (i >= MAX_NODESWITCHES)
    {
        botlib_export->ai.BotDumpGoalStack(bs->gs);
        botlib_export->ai.BotDumpAvoidGoals(bs->gs);
        BotDumpNodeSwitches(bs);
        ClientName(bs->client, name, sizeof(name));
        BotAI_Print(PRT_ERROR, "%s at %1.1f switched more than %d AI nodes\n", name, FloatTime(), MAX_NODESWITCHES);
    }
    //
    bs->lastframe_health = bs->inventory[INVENTORY_HEALTH];
    bs->lasthitcount = bs->cur_ps.persistant[PERS_HITS];
}

/*
==================
BotSetEntityNumForGoalWithModel
==================
*/
void BotSetEntityNumForGoalWithModel(bot_goal_t *goal, int eType, char *modelname)
{
    gentity_t    *ent;
    unsigned int i;
    int          modelindex;
    vec3_t       dir;

    modelindex = G_ModelIndex( modelname );
    ent = &g_entities[0];
    for (i = 0; i < level.num_entities; i++, ent++)
    {
        if ( !ent->inuse )
            continue;
        if ( eType && ent->s.eType != eType)
            continue;
        if (ent->s.modelindex != modelindex)
            continue;

        VectorSubtract(goal->origin, ent->s.origin, dir);
        if (VectorLengthSquared(dir) < Square(10))
        {
            goal->entitynum = i;
            return;
        }
    }
}

/*
==================
BotSetEntityNumForGoal
==================
*/
void BotSetEntityNumForGoal(bot_goal_t *goal, char *classname)
{
    gentity_t    *ent;
    unsigned int i;
    vec3_t       dir;

    ent = &g_entities[0];
    for (i = 0; i < level.num_entities; i++, ent++)
    {
        if ( !ent->inuse )
            continue;
        if ( !Q_stricmp(ent->classname, classname) )
            continue;

        VectorSubtract(goal->origin, ent->s.origin, dir);
        if (VectorLengthSquared(dir) < Square(10))
        {
            goal->entitynum = i;
            return;
        }
    }
}

/*
==================
BotGoalForBSPEntity
==================
*/
int BotGoalForBSPEntity( char *classname, bot_goal_t *goal )
{
    char value[MAX_INFO_STRING];
    vec3_t origin, start, end;
    int ent, numareas, areas[10];

    memset(goal, 0, sizeof(bot_goal_t));
    for (ent = botlib_export->aas.AAS_NextBSPEntity(0); ent; ent = botlib_export->aas.AAS_NextBSPEntity(ent))
    {
        if (!botlib_export->aas.AAS_ValueForBSPEpairKey(ent, "classname", value, sizeof(value)))
            continue;
        if (!strcmp(value, classname))
        {
            if (!botlib_export->aas.AAS_VectorForBSPEpairKey(ent, "origin", origin))
                return qfalse;
            VectorCopy(origin, goal->origin);
            VectorCopy(origin, start);
            start[2] -= 32;
            VectorCopy(origin, end);
            end[2] += 32;
            numareas = botlib_export->aas.AAS_TraceAreas(start, end, areas, NULL, 10);
            if (!numareas)
                return qfalse;
            goal->areanum = areas[0];
            return qtrue;
        }
    }
    return qfalse;
}

/*
==================
BotSetupDeathmatchAI
==================
*/
void BotSetupDeathmatchAI(void)
{
    int ent, modelnum;
    char model[128];

    gametype = Cvar_VariableIntegerValue("g_gametype");
    maxclients = Cvar_VariableIntegerValue("sv_maxclients");

    bot_rocketjump = Cvar_Get("bot_rocketjump", "1", 0);
    bot_fastchat = Cvar_Get("bot_fastchat", "0", 0);
    bot_nochat = Cvar_Get("bot_nochat", "0", 0);
    bot_testrchat = Cvar_Get("bot_testrchat", "0", 0);
    bot_challenge = Cvar_Get("bot_challenge", "0", 0);
    bot_predictobstacles = Cvar_Get("bot_predictobstacles", "1", 0);
    g_spSkill = Cvar_Get("g_spSkill", "2", 0);

    //
    if (gametype == GT_CTF)
    {
        if (botlib_export->ai.BotGetLevelItemGoal(-1, "Red Flag", &ctf_redflag) < 0)
            BotAI_Print(PRT_WARNING, "CTF without Red Flag\n");
        if (botlib_export->ai.BotGetLevelItemGoal(-1, "Blue Flag", &ctf_blueflag) < 0)
            BotAI_Print(PRT_WARNING, "CTF without Blue Flag\n");
    }

    max_bspmodelindex = 0;
    for (ent = botlib_export->aas.AAS_NextBSPEntity(0); ent; ent = botlib_export->aas.AAS_NextBSPEntity(ent))
    {
        if (!botlib_export->aas.AAS_ValueForBSPEpairKey(ent, "model", model, sizeof(model))) continue;
        if (model[0] == '*')
        {
            modelnum = atoi(model+1);
            if (modelnum > max_bspmodelindex)
                max_bspmodelindex = modelnum;
        }
    }
    //initialize the waypoint heap
    BotInitWaypoints();
}

/*
==================
BotShutdownDeathmatchAI
==================
*/
void BotShutdownDeathmatchAI(void)
{
    altroutegoals_setup = qfalse;
}
